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

Tuesday, June 2, 2026

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

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

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

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

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

It keeps reminding me of Monsterhearts.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tuesday, May 26, 2026

World Dracula Day: Dracula for NIGHT SHIFT

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

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

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

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

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

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

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

Powers
Vampire Powers
Veteran Abilities
Feed: Blood

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

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

Tuesday, May 19, 2026

Jackson, IL: NPCs, the Adults in the Room

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

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

Old Jackson Public High School
Old Jackson Public High School

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

Lars Nichols
Lars Nichols

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

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

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

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

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

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

Malcolm "Mac" McGowan
Malcolm "Mac" McGowan

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

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

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

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

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

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

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

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

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

Here are a couple more.

Thomas Avery
Thomas Avery

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

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

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

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

Thomas is likely just a level 1 Sage. 

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

Elaine Bellweather
Elaine Bellweather

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

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

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

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

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

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

Elaine would be at best a level 1 Sage.

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

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

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

Friday, May 15, 2026

EGG Con III Tickets

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

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

You can get a badge now and buy game tickets. 

I am running two NIGHT SHIFT games.

Elf Lair Games Presents: Spector Detectors!

And one Thirteen Parsecs game.

Elf Lair Games Presents: Abraxas Down

It should be a great time.

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

Looking forward to seeing everyone!


Tuesday, May 12, 2026

Jackson, IL: Am I Evil? NPCs of the Satanic Panic

Last week, I talked about running two different 80s-style teenage horror campaigns. My Sunny Valley, OH game with Dark Places & Demogorgons and my current Jackson, IL one with NIGHT SHIFT

Evil Characters from 1985

I had such a good time talking about it that I wanted to explore these two games together some more. But the trick was finding a good pivot point for both of them. I started thinking, what do these two games have in common that I can really exploit for the 1980s? I came up with too many ideas to be honest, so I started thinking about characters. I decided my frame was going to be the Satanic Panic.

My Mother was a Witch

I recalled that the Dark Places & Demogorgons had a "Black Witch" class. In all my past witches for Sunny Valley, I used the White White class, naturally; all my witches tend to be "good." But I wanted to try something new. So I went to the Dark Places & Demogorgons Players Options & GM's Guide, and checked out their magic classes. I also looked into the Dark Places & Demogorgons Players Ultimate Edition for the Mystic Class. Both are great, really, the mystic is closer to the Mystic found in other Bloat Games products. I tried both, but to jump to the end of this, I went with the Black Witch.

On the O.G.R.E.S. side of things, I pretty much knew I wanted to try out the Sorcerer class from Wasted Lands, not that the class is all that different from the witch class; I did want to use some of the Heroic Touchstones from the Wasted Lands game. Again, long story short, I went with the witch and the sorcerer, but I could have stuck with the witch alone.  I did give them an Heroic Touchstone each, migth end up giving them some others later on. Both NPCs are more powerful than anyone character, that is by design. It also fits their backgrounds better.

I ended up with two NPCs and four character sheets. 

These two are going to be central in my Satanic Panic adventure that is going to pop up later on. How later? Well, game-wise, it is going to be Spring 1986, whenever I get to that. Currently, it is just before the 1985 Christmas break. One NPC is a central cause, the other will be a catalyst.

For these, I wanted to try and get each version as close to the other as I could so it felt like playing the same character in each game. 

Moria Elizabeth Zachary

Moria looks like a good girl. She attends the "other" school in town, St. Michael's Catholic High School. She will interact with the PCs either because she comes to take classes at Jackson Public High School (typically something like Calculus or another math class) or because one or more of the PCs have to go to her school (to take advanced Latin or Greek). This actually happened a few times in my own hometown. 

Moria is unassuming and very pleasant. She stands all of 5'1" and looks like the textbook definition of "harmless."

Moria Elizabeth Zachary

Trouble is, Moria Zachary is really a half-demon. Her mother was a witch from Sunny Valley, OH, and she moved here. Her father, well, he is not a local. Not to anywhere. He is a demon. Moria has moved her with her "Hellhond larva" dog and wants to stir up trouble now in Jackson. OR if you are using her in DP&D, then she is from Jackson and has moved to Jefferson Town.

Moria Zachary is a "mirror shard" of my own Moria Zami, who in my AD&D game is half-devil. Her job here is not to convince the characters to do evil, but to convince them that tools of "Good" are never going to be enough to stop what is coming, and they will need to "color outside the lines" in order to get things done. Moria doesn't care (and maybe doesn't even know) about the Hollow King. She wants the characters to commit evil acts to fight other evil creatures. In either case, Moria gets what she wants, and this is more evil. Her particular favorite is to corrupt other witches and turn them to evil. Failing that, any psychic class or sage is good. She avoids trying to convert theosophists and spirit riders if she can. Not that they are difficult, but they are no fun.

Moria Zachary & Mephisto Fleas
Moria Zachary (NIGHT SHIFT)
3rd Level Witch, Infernal

*Background: Infernal (half-infernal)

Base Abilities
Strength: 14 (+1) 
Agility: 15 (+1) 
Toughness: 16 (+2) N
Intelligence: 14 (+1) N
Wits: 12 (+0) 
Persona: 20 (+4) A

Fate Points: 1d6
Defense Value: 9
Vitality: 19

Degeneracy: 1
Corruption: 0

Check Bonus (A/N/D): +3/+1/+0
Melee Bonus: +0 (base) 
Ranged Bonus: +0 (base)
Spell Attack: +2
Saves: +3 to Spells and Magical effects (Witch) +3 to Wits saves (Infernal background).

Feed (Infernal): Must get witches to cast "evil" rituals

Witch Abilities
Arcana, Arcane Powers (1): Innate Magic: Glamour

Witch Spells
First Level: Black Flames, Magic Missile
Second Level: Defile

Heroic Touchstones
2nd Level: Mystic Senses (Sense Witches)

Archetype: The Half Demon, false friend, witch rival
Quote: "I’m not trying to make you like me. I’m trying to make you stop hating the part of yourself that already does."
Quirks: Looks harmless, sweet, and innocent.
Theme song: "Am I Evil?" - Metallica

Familiar: "Mephisto Fleas"

---

Moria Zachary (Dark Places & Demogorgons)

Class: Black Witch
Level: 3
Alignment: Evil 
Languages: English, Latin, Greek, Infernal
Age: 15

Attributes
STR: 14 +1
INT: 14 +1
WIS: 12 +0
DEX: 15 +1
CON: 16 +2
CHA: 20 +4
SUR: 18 +3

AC: 10     HP: 23    Attack Bonus +1

Courage: 4
Critical: 3
Death: 5
Mental: 5
Poison: 3

Background
Parents are cultists

Class Abilities
+1 to saves involving magic

Skills
Art +3, Math +4, Science +4, Knowledge (Magic) +5, Paranormal +4, Botany +3

Possessions
Rosary with inverted pentagram, Hellhound Larva "Mephisto Fleas."

Money: $50

Spells
Minor (3), Major (1)
Glammerd Appearance, Magical Insight, Burning Ash hands,


Darren "The Sorcerer" Vale

Darren is different. He is a second cousin to one of my witch NPCs, Stephanie Vale. His family has money, but not as much as Stephanie's. Darren is also a little creep. I'll admit I wanted to make him out every negative stereotype of an 80s gamer I could. Because, let's be honest, we all knew/know someone like Darren growing up. That guy who would say something so profoundly stupid, sexist, or racist that you couldn't believe he was at the same table as you. 

Darren is also interested in witches, but not like Moria is. Darren will say stupid shit like "you know, witches are supposed to love guys named 'Darren'" and then laugh at his own cleverness. 

Darren "The Sorcerer" Vale

So in the world of Jackson, IL"Dungeons & Dragons" was not the Greatest Fantasy RPG in the world. No, everyone plays Spellcraft & Swordplay. That is, except for Darren now. He has just been kicked out of the Jackson Public High School S&S Club for making other players uncomfortable, especially group members Paul, Amy Jo, and Kevin. All four used to get together to play on Friday nights, where discussions would drift into typical gamer talk of "Excalibur" the movie vs "Mists of Avalon" the novel, and how they could replicate the feel in a game. Paul, Amy Jo, and Kevin would want to have a fun but serious discussion; Darren always made it weird. 

Darren is one of those guys who got moved up a grade early on and never really caught up emotionally with his peers. He also became one of those kids who felt intelligence equaled superiority, and because he was a little smarter, he thought that made him better than everyone else. He is jealous of everyone in his school. It is not until he notices the supernatural (or maybe the Supernatural notices him as easy prey) that his jealousy really flares. In particular, why does his cousin Stephanie have power? Or why does a loner like Faye? Or fellow "gifted kid" Larina? He has something in common with all three of them, but he has no power of his own. He dismisses them as flukes and makes excuses for his own lack of power by saying he could have it if he tried. Well, something in the dark answers him.

Darren goes from a 0-level human to a 4th-level Sorcerer/Black Witch almost overnight. Something is granting him power. 

Yeah, maybe I should have called him "The Warlock" but the Stevie Nicks song "Sorcerer" was a big enfluence on this character, and *my* nickname was "Web Warlock" for a long time. And to quote that great hunter of the supernatural, "I'm not with this asshole."

Darren "The Sorcerer" Vale
Darren Vale (NIGHT SHIFT)
4th Level Witch, human

Background: Nerd

Base Abilities
Strength: 9 (+0) 
Agility: 9 (+0) 
Toughness: 10 (+0) 
Intelligence: 18 (+3) A
Wits: 12 (+0) N
Persona: 11 (+0) N

Fate Points: 1d6
Defense Value: 9
Vitality: 15

Degeneracy: 3
Corruption: 0

Check Bonus (A/N/D): +3/+2/+0
Melee Bonus: +0 (base) 
Ranged Bonus: +0 (base)
Spell Attack: +3
Saves: +4 to Spells and Magical effects (Witch) +2 to Int saves (Nerd background).

Witch Abilities
Arcana, Arcane Powers (2): Innate Magic: Glamour, Innate Magic: ESP

Witch Spells
First Level: Magic Missile, Protection From Good, Chill Ray
Second Level: Invoke Fear, Beguile Person

Heroic Touchstones
2nd Level: Mystic Senses (Sense Witches)

Archetype: The Misanthrope
Quote: "You can't begin to comprehend my power!"
Quirks: Dresses in nice, expensive clothes but is ill-kempt and generally unhygienic.
Theme song: "Sorcerer" - Stevie Nicks


---

Darren Vale (Dark Places & Demogorgons)

Class: Black Witch
Level: 4
Alignment: Evil 
Languages: English, Latin, Greek
Age: 16

Attributes
STR: 9 +0
INT: 18 +3
WIS: 12 +0
DEX: 9 +0
CON: 10 +0
CHA: 11 +0
SUR: 15 +1

AC: 10     HP: 20    Attack Bonus +0

Courage: 3
Critical: 4
Death: 4
Mental: 6
Poison: 4

Background
Obsessed with Magic and the Occult

Class Abilities
+1 to saves involving magic

Skills
Computers +3, Art +1, Math +4, Science +4, Knowledge (Magic) +4, Paranormal +4, Electronics +2

Possessions
Well-thumbed copy of The Necronomicon with notes and penciled-in "corrections."

Money: $150

Spells
Minor (5)
Blind, Charm, Dark Blast, Pain Touch, Read Minds

Darren is not supposed to be a nice guy; in fact, he is dangerous. He will use his "blind" magic on Amy Jo, and likely his "pain touch" on Kevin or Paul.  BUT I am not sure if the characters should kill him. So, in any case, his demonic (or whatever it is) will abandon him in the end, leaving him dead or insane.

His parents never really paid him any attention before, but after this, his mother will go on a crusade against the evils of RPGs, creating the group P.A.S.S. or Parents Against Spellcraft & Swordplay.

P.A.S.S. Parents Against Spellcraft & Swordplay

The Satanic Panic

Both of these characters will stir up trouble in my upcoming Satanic Panic adventure. At some point, Moria will go missing, and the students will blame the occult (which is kind of true, in a way). Darren will end up either dead or insane, and his mom will blame Spellcraft & Swordplay (sorry, Jason!). Things will escalate when Darren's mom confronts Sylvia Velasco at El Espejo Oscuro. Sylvia refuses to stay silent. "I sell candles to fools every day. I do not sell knives to children. And I sure as hell did not sell real magic to that pendejo. Your son wanted girls without their consent and power without discipline. That did not come from my shop." Because of this, the mob ends up burning down El Espejo Oscuro.
I haven't worked out all the details for that adventure yet, except that Sylvia will be the obvious target and it will take place after the Hollow King arc. There's still time. I wanted to introduce these two now so both the players and their characters get to know them early. That way, it won't feel like a random new NPC shows up and is automatically innocent.
I want to make it clear that Moria and Darren aren't supposed to be surprise villains who suddenly appear out of nowhere. I want my players to meet Moria ahead of time, maybe seeing her smiling in the hallway at St. Michael's. Darren might be seen hanging around El Espejo Oscuro, making people uncomfortable and acting like it's just a coincidence.
To put it simply, Darren helps me show what NIGHT SHIFT characters are like in Jackson. In RPG terms, it might be easy to just label Darren as 'Evil' and move on. But that wouldn't create the atmosphere I'm aiming for. Darren is dangerous, not because he plays fantasy games or is interested in the occult or magic. Paul, Amy Jo, and Kevin do those things too, and they're good kids. Darren is different because he wants power over others, and he thinks magic will help him get it. At least, that's his plan.
This difference is at the heart of my Satanic Panic adventure.
Even though the Satanic Panic is always driven by hysteria, my adventure will have some real reasons behind the chaos. Something bad will happen and people will get hurt. Maybe Darren will die, or maybe he'll survive but end up in the State Hospital. Moria's disappearance could set off a chain reaction, spreading trouble through the neighborhood. The main point is that scared adults will look for easy answers, blaming games, books, music, occult shops, and any teenagers who seem different. This will eventually lead to the real fire at El Espejo Oscuro.

I don't have everything figured out just yet, but it is going to be a blast. Moria and Darren are going to help me out.

Crossover?

I am considering a crossover between my Jackson, IL, game and my Sunny Valley, OH, game, but I have not figured out how that will work just yet. They are about 420 miles apart. I DO have a pivot point, my witch Larina is an NPC in both games, she could use magic IF I think these games are in parallel universes. But that feels a little like cheating if I am being honest. 

Night Shift Larina meets Dark Places & Demogorgons Larina
Night Shift Larina "Nix" meets Dark Places & Demogorgons Larina "Creepy."



Thursday, May 7, 2026

Running NIGHT SHIFT and Dark Places & Demogorgons: What I've Learned from Two 80s Campaigns

I’ve explored the world of 1980s supernatural gaming before.

I have done it with two OSR-adjacent rule systems, NIGHT SHIFT: Veterans of the Supernatural Wars and SURVIVE THIS!! Dark Places & Demogorgons.  This is not a post about which game is better than the other; I am not doing that. Both games are fantastic, and live very happily next to each other on my shelves and my gaming table. 

This is about what I learned from running two similar-style campaigns using rule systems drawn from the same ecology. 

And what you can learn from all of that.

NIGHT SHIFT: Veterans of the Supernatural Wars and SURVIVE THIS!! Dark Places & Demogorgons

Road to Nowhere: From Sunny Valley to Jackson

A few years ago, I played SURVIVE THIS!! Dark Places & Demogorgons from Bloat Games to revisit my love for Buffy the Vampire Slayer, but with a twist. Instead of Sunnydale, California in the late 1990s, I set the story in Sunny Valley, Ohio, in 1984. The characters were still Buffy, Willow, Tara, Faith, vampires, high school drama, and a Hellmouth. But the setting felt different; colder, more Midwestern, and even more 1980s. It was like a 'kids on bikes' story, except one kid had a stake and an epic destiny.

That experiment worked out really great. Dark Places & Demogorgons was the perfect game for this idea. It’s designed for stories about kids in the 1980s facing strange things that adults ignore or don’t believe. In Sunny Valley, the supernatural crept into childhood and early adolescence. The game was all about weekly monsters, school rumors, odd teachers, creepy houses, bad weather, and that feeling of being young and sensing something is wrong, even if you can’t explain it yet.

In short, it did exactly what I wanted. 

Once in a Lifetime

Now I’m working on something similar, but it’s not the same.

Jackson, IL, is another retro-80s supernatural setting. It’s a small Midwestern town with teenagers, high school drama, monsters, ghosts, witches, and things hiding just out of sight. At first glance, you might think, “Oh, this is just like Sunny Valley.”

But it’s not.

Sunny Valley was my way of taking the Buffy mythos and setting and shifting it into a different decade, state, and game system. It was a familiar story in an alternate reality. Jackson is different. It’s not just Sunnydale with a new name, or a copy of Jeffersontown from Dark Places & Demogorgons. Still, I’ll admit Jeffersontown ("J-town" to locals) reminded me of my hometown, Jacksonville ("J-ville" to locals), which inspired me to create Jackson. 

Jackson feels more personal to me.

With Jackson, I’m trying to blend the emotional feel of a real place, Central Illinois folklore, memories of growing up in the 1980s, and the supernatural style of NIGHT SHIFT: Veterans of the Supernatural Wars. I want it to feel like it’s always belonged there.

Don’t You (Forget About Me)

There is also a difference in what the systems want from the characters.

Dark Places & Demogorgons is about kids. That is one of its greatest strengths (if not its greatest strength). It understands the fears and freedoms of being young. The characters are not adults with jobs, mortgages, failed marriages, regrets, and long histories of supernatural trauma. They are kids trying to survive school, family, bullies, monsters, and the creeping suspicion that the world is stranger than anyone told them.

That made it perfect for Sunny Valley.

In that campaign, Buffy and her friends were younger. They were not the characters from the television show yet. They were versions of those characters caught earlier, rawer, and in some ways more vulnerable. Sunny Valley did not need the full emotional architecture of adulthood. It needed bicycles, lockers, cemeteries, malls, high school rivalries, and the occasional vampire getting dusted behind the gym.

I used those characters because there was very obvious "Buffy-DNA" in DP&D. I just let it come to the surface a little bit more.

NIGHT SHIFT, on the other hand, lets me broaden the frame.

Yes, Jackson has teenagers. In fact, teenagers are central to what I am doing with it. But Jackson also has adults who know things. Adults who failed. Adults who lied. Adults who fought the dark before and lost something. Adults trying to keep kids safe, even when they cannot tell them the truth.

That is important.

Jackson is not just a place where kids discover the supernatural. It is a place where the supernatural has always been and has a history. The Veil is thin here. The Bad Land, Mauvaisterre, is not just a monster factory. It is part of the town’s buried geography. The ghosts, witches, hags, psychics, cryptids, old families, school legends, and haunted buildings all connect to something deeper.

It feels like some of the adults are veterans of previous wars and can't do anything to stop the next one.

That feels like NIGHT SHIFT to me.

Jackson, IL, is "Veterans of the Supernatural Wars" as a thesis statement. 

And all to the music of John Mellencamp's "Scarecrow."

Three witches. Just doing the best that they can.

Everybody Wants to Rule the World

This is also why I do not see Dark Places & Demogorgons and NIGHT SHIFT as competing games.

Very much the opposite.

Dark Places & Demogorgons is created by Bloat Games, and I am happy to call them friends. I buy their books. They buy our NIGHT SHIFT books. We talk at the cons we are both at. We cheer on each other's successes. That is how this hobby should work. The world has plenty of room for both of us.

I have said before that a rising tide raises all ships, and I honestly believe that. Other designers are not my competition. They are my colleagues. They are my peers. Playing their games makes my games better. Reading their work makes me think harder about my own. Seeing how someone else handles 1980s supernatural horror gives me a better sense of what I want to do, what I want to avoid, and what I want to emphasize. What I want to do different. 

Dark Places & Demogorgons helped me think through Sunny Valley.

NIGHT SHIFT is helping me build Jackson.

Those are related acts of design, but not identical ones.

I Was Born in a Small Town

Sunny Valley was a Buffy-shaped experiment. It asked, "What if Buffy had happened in Ohio in 1984?" A simple question with a very satisfying answer. 

Jackson asks something else.

Jackson asks, "What if the town itself was haunted? What if the supernatural was not an interruption, but a pressure? What if every generation had its own monsters, its own secrets, and its own kids who had to deal with what the adults left behind?"

That is a different kind of game.

In Sunny Valley, the Hellmouth was there, but it was more indistinct. The characters knew something was wrong, but the exact nature of it was part of the joke and part of the mystery. Sunny Valley was ironic. Of course, the place called Sunny Valley was cold, rainy, and full of vampires. Ohio vampires, no less. 

Jackson is not ironic in the same way.

Jackson is a nice town. A real town, at least emotionally. It has high schools, colleges, pizza places, bookstores, old houses, churches, back roads, local legends, old money, bad memories, and teenagers who think they are the first generation to discover everything. It has a public face and a hidden one. That makes it ideal for NIGHT SHIFT, because NIGHT SHIFT is very good at letting the ordinary and the supernatural occupy the same space.

The horror in Jackson is not just "there is a monster."

The horror is "there always has been a monster, and someone knew."

That is a different tone altogether.

Home Sweet Home

The other major difference is ownership.

Sunny Valley was fun because it was a remix. I was taking characters and ideas I already loved and moving them into a different system (that I also loved) and a different decade (that I ... ok, you get it now). It was a creative exercise, and a very useful one. It let me explore Buffy, Willow, Tara, Faith, and the others through a different lens.

Jackson is worldbuilding from the ground up.

It owes something to Jacksonville, Illinois. It owes something to Jeffersontown. It owes something to every small Midwestern town with a haunted school, a local ghost story, a weird patch of woods, and one bookstore owner who knows more than they should. 

But Jackson is becoming its own thing. Sunny Valley allowed me to do a lot of cheating. Jackson is less forgiving. I don't get to crib notes from someone else's creative efforts; I have to do it all on my own.

That matters because Jackson needs to support more than a single campaign idea. It needs to hold high school drama, occult mystery, monster hunting, local history, family secrets, psychic phenomena, witchcraft, cryptids, and the strange gravity of a place where the Veil is too thin.

That is bigger than Sunny Valley.

Not better. Bigger.

Sunny Valley was a great place to run a specific kind of game.

Jackson is a full-on Night World.

You are now entering Jackson, IL home of the Cougars!

We Built This City

Looking back, I can see a clear line from one project to the other.

Sunny Valley taught me that moving supernatural horror into the 1980s immediately changes the feel. No cell phones. No internet as we know it. Rumors move through notes in lockers, landlines, malls, classrooms, diners, and late-night phone calls. Research means libraries, newspapers, yearbooks, microfilm, local cranks, and that one teacher who knows too much.

Jackson takes all of that and pushes it further.

In Jackson, the 1980s are not just aesthetic. It is the structure. The period limits what characters can know, how quickly they can know it, and who they have to trust. The town becomes a network of secrets, and the kids are moving through it without a map. And it will be 15-20 years before anyone has GPS.

That is where the two projects really meet.

Sunny Valley was about taking a known supernatural teen drama and asking what it looked like through the lens of Dark Places & Demogorgons.

Jackson is about taking everything I know about 1980s horror, small towns, witches, ghosts, high school, and the supernatural, and asking what it looks like as a NIGHT SHIFT setting.

I guess a natural question is, could I play in Jackson, IL, using Dark Places & Demogorgons? Of course you could! I think if my "Plays Well with Others" posts (many linked below) are any indication, then yes, you could. Maybe I'll try it out one day. I already know Larina works well for both. But for now, I want to stick with NIGHT SHIFT since I have built so much more for it.

The Final Countdown

So no, Jackson is not Sunny Valley. But Sunny Valley helped make Jackson possible.

It gave me a place to test some ideas. It reminded me how well the 1980s work for supernatural gaming. It showed me how much fun there is in moving familiar horror tropes into Midwestern spaces. It also reminded me that the right system matters. Dark Places & Demogorgons served Sunny Valley well because it was about kids in the 1980s facing strange dangers.

NIGHT SHIFT serves Jackson because Jackson is about more than the kids.

It is about the town.

It is about the adults who remember too much, the teens who are just beginning to see, the monsters that never really left, and the old powers under the streets and fields. It is about what happens when the supernatural is not a visitor, but a resident.

Sunny Valley had a Hellmouth. Jackson has history.

That is the difference that makes each campaign unique.

Links

Plays Well With Others

Dark Places & Demogorgons

Sunny Valley, OH

NIGHT SHIFT Veterans of the Supernatural Wars

Tuesday, May 5, 2026

Tales from Jackson, IL: Bring on the Dancing Horses

It is just before Christmas break in Jackson, but the supernatural does not rest. The Jackson Public School Football team is headed to the playoffs. Star players and the team co-Captains (despite only being Juniors), Andy Thompson and Valentino "Val" Moreno, promise to take the team all the way to state. But a freak snow storm, and even freakier hoof prints spell more than trouble; they are an old curse coming home.

I have been waiting for a good adventure to feature my "it" couple, Andy and Rowan. I have talked a little bit about them already, and they have been in the background. Andy Thompson is the son of the "first family" of Jackson. His father owns the local stables and horse track, where horse racing is held every weekend over the summer. Andy's father worked to bring betting to the track and turned his already rich family even richer. Rowan is the sweet horse girl who was all awkward knees and elbows and braces in Junior High and came back gorgeous in High School. 

Yes. I am embracing every cliché I can. But only the ones that serve the game.

Andy and Rowan are important to me and to these adventures. And I wanted to introduce them the right way.

Rowan and Andy, the "It couple" of Jackson Public Highschool


Andy and Rowan

Larina: "Who are those two?"
Faye: "Oh. Andy and Rowan. They were born dating."
Stephanie: "I hear Hallmark follows them around for ideas."
Faye: "They came out of their mother's wombs and were holding hands when they left the hospital."
Stephanie: "Yeah, I have seen the pictures."

Andy and Rowan began as The Couple. You know, they were always together, never apart, only had eyes for each other. If this were a John Cougar song, they would be "Jack and Diane." But for me, I wanted a couple that had staying power, ones you could actually see growing old together. Why? Because with all the crazy shit going on in the game, I wanted them to be true. Trouble is, Rowan is a Spirit Rider, and Andy...well, Andy changed on me, and he became a better version of himself. 

Rowan and Andy (and Tempest)
Rowan and Andy (and Tempest). Aren't they adorable?

Rowan McGowan

"Some people learn magic. Some people are chosen by it. And a very few… belong to a place so completely that the place answers back. We call those people 'guardians' or 'protectors.' The old name is 'maor fearainna,' but folks also call them Spirit Rider."

- Malcolm "Mac" McGowan

Rowan in my games is many things. Witch. Protector. Guardian. Witch Knight. And I have worked her up in many different ways: 

Here in Jackson, she is not quite all of that. At least not yet. Here, she is just a sweet "horse girl" who loves her grandpa Mac, doesn't remember her mom or dad (who both died when she was a baby), loves her horse "Tempest" (even if he hates everyone else but her), loves getting up before dawn to feed the horses, but most of all, she loves Anderson Thompson. 

She has no idea that she is secretly Jackson, IL's Spirit Rider, and it is because of her love for everything that she has unconsciously built a supernatural wall to keep everything else out. Until the night of the Bell. Now the Hollow King is doing everything he can to erode her will so he can finally break through to Jackson and feed. Even if she knows what is happening, she doesn't yet know how to fight it. So she is not the protector right now; she is the one who needs protecting. She needs the PCs' help. That is, until she accepts her power.

Which is saying something, because she is up before sunrise to get all her work done so she can enjoy her coffee in peace before school. The PCs have their work cut out for them.

Rowan Abigail McGowan at her favorite time of day.
Rowan Abigail McGowan
1st level Spirit Rider, Human

Background: Farm Kid

Base Abilities

Strength: 14 (+1)
Agility: 13 (+1) 
Toughness: 14 (+1) n
Intelligence: 13 (+1) 
Wits: 16 (+2) V
Persona: 15 (+4) n

Vit: 5 (1d4)
DV: 9
Fate Points: 1d6

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

Languages: English, Spanish  
Skills: Horse Riding, Animal Handling (Farm kid)

Saves: +1 to Wits and Persona-based saves, +1 to Tougness-based (Farm Kid)

Spirit Rider Abilities
Innate Magic, Arcana, Arcane Powers, Commune with Spirit of the Land, Power Limitation (100 miles) Magic Battery

Innate Magic & Arcane Powers
Innate: Speak with Animals
Arcane: Precognition, Empathy

Hair: Red
Eyes: Green
Height: 5'5"

Archetype: The "Horse Girl" / The Protector
Quote: "I trust horses more than most people."
Quirks: Dresses for comfort and work. Drinks coffee so strong that even Faye is impressed.
Theme song: "Wildfire" - Michael Martin Murphey. She is a country girl at heart. 

Her "Farm Kid" background gives her an "Animal Handling" skill and +1 on Toughness-based saves. All that clean living I guess. Technically, she doesn't live on a farm; she lives on a small ranch near stables, which are still within the city limits. But like I said, that is a technicality. Rowan is a farm girl deep in her bones. 

One thing I have decided about this NPC. She never swears. She will say "shoot" and "gosh darn it." Or maybe when she is really, really mad, she will let a "Hell" escape her lips. But never anything worse. She isn't religious, and this has nothing to do with blasphemy or anything like that. She had been taught that a "lady doesn't use those words." Rowan gets up before dawn so she can feed and water the horses, muck out the stalls, lift bales of hay that weigh 100lbs, and do all of this before her classmates even wake up. She doesn't think of herself as a "lady." She just thinks those words are impolite.

Trust me. That is the hardest part about playing her!

Anderson "Andy" Thompson

I had different plans for Andy. But while sitting there working on his backstory for the game, I discovered a few things. Andy and Valentino have been best friends since they were 4 years old, when Val brought a Nerf football to preschool. That image of these two little guys running up and down the playground with that blue-and-orange foam-rubber football was so vivid that all my original plans for Andy were scrapped. 

See, originally Andy was the son of Arawn, the God of Death (and played in my mind by Giancarlo Esposito, because the man was born to play the God of Death!). Rowan was supposed to die in the car crash that killed her parents, and Arawn had been looking for her, but she was protected by her grandfather Mac, a Witch Knight/Spirit Rider. Andy was supposed to collect her soul, but fell in love instead.

I kept the only parts that mattered. Malcolm "Mac" McGowan stayed a witch knight, her parents were still dead, and Andy and Rowan were still in love. And that little kid playing football and pretending to be in the Chicago Bears with the other little kid became his brother in all but blood. I mean, I just couldn't see either of those little guys as evil. 

So now Andy 2.0 is still the star football player, but now he is also just this really nice guy. I wanted to at least avoid the 80s stereotype that the football player meant "dumb jerk." 

Andy moves through the school with ease. He knows everyone's name; an artifact from his "Son of the God of Death" origin, now just because he pays attention (Sage's Lore ability). He asks them about their family, and if they have a game, science fair, band competition, or anything like that, he is the first and loudest to wish the best of luck. He will high-five the baseball team while still giving them grief about their last game, and then he will fist-bump the debate team on their way to state. He is just a good kid. 

During halftime of the football games, he runs out onto the field to join the marching band on trumpet. Coach Zimmerman always complains that his captain is out "being a cheerleader," but he knows nothing gets the crowd going more, and a loud crowd works wonders on the players. And the Coach actually thinks it's kind of fun. Andy will be the first to admit he's not the best trumpet player, but everyone loves seeing him out there to enegize the crowd.

Yeah, his dad can still be a jerk, but he is no longer the God of Death. They are still super rich and owns the stables and track. And most of the buildings are on the growing west end of town.

It was working one summer on the track (his dad called it character building) when Andy first really saw Rowan. The awkward, somewhat geeky "horse girl" was out riding, and Andy's heart stopped. He saw past all his teen nonsense to the woman she would become underneath all braids, braces, acne, and too-thick glasses. Rowan did not trust, or even like, Andy at first, but he spent the summer proving himself to her and to her Grandfather. They began "dating" their freshman year, and no one got it. When they came back their sophomore year, Rowan had grown into herself and was gorgeous. 

When the others finally saw her, Andy just asked, "What took you all so long?"

I also wanted a super stable couple. Because why not? 

The next problem became Andy's class. As the son of the God of the Dead, I had some flexibility. But now he is just a regular human kid. He is well-liked, offers an encouraging word to everyone, and is the model student-athlete. 

What he is is a Bard. Not the horny kind (well...), but he does play a horn. He really is the "face" character, the one who talks to the adults and convinces them that 10-ft tall monster was really just part of an elaborate prank they are playing on the St. Michaels Catholic High School on the East side of town. Of course, they believe him. He is a Thompson after all. 

Sages can cover Bards well and even get some skills to help round him out. I do want to make his Aspect (or Primary) stat to be Persona rather than Intelligence.

Andy Thompson playing to the crowd
Anderson "Andy" Thompson
2nd level Bard (Sage), Human

Background: Jock

Base Abilities

Strength: 16 (+2)
Agility: 17 (+2) n
Toughness: 16 (+2) 
Intelligence: 14 (+1) n
Wits: 15 (+1) 
Persona: 18 (+3) A

Vit: 8 (1d6)
DV: 9
Fate Points: 1d6

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

Languages: English, Spanish, French  
Skills: Read Music, Play instruments (trumpet, trombone, saxophone)

Saves: +3 to spells and magic-based saves, +1 to Strength and Toughness-based (Jock)

Sage Abilities
Survivor Skills, Mesmerize ("Fast Talk"), Lore, Languages, Spells

Survivor Skills
Open Locks: 15%
Bypass Traps: 10%
Sleight of Hand: 20%
Move Silently: 20%
Hide in Shadows: 10%

Spells
First-level: Bless ("Rally")

Hair: Black
Eyes: Brown
Height: 5'11"

Archetype: The Popular Kid
Quote: "I’m just saying, maybe let’s not make the worst possible decision first." or "Ok! Let's Go! We can do this!" (in about every situation.)
Quirks: Remembers everyone's name and something about them. Wants to be liked for being a good person, not for his family's money.
Theme song: "Boys of Summer" - Don Henley. But during the "Season Finale" against the Hollow King, Andy will be belting out "The Final Countdown" on his trumpet.

The thing to remember about Andy is that he is a good kid deep down. He is the guy cheering you on, telling you that you can do it because he believes you can. And you end up believing him as well. 

Neither characters are powerhouses. They have low Vitality (hit points) and not a lot in the way of powers. In fact, they don't think what they do is magic at all. Andy's "Bless" spell is just his natural enthusiasm for everything. People *do* better with around because they think he is in their corner. And they are right.  Rowan calls her empathy and precognition "just good old 'horse sense'." She calls her ability to speak to animals just knowing how to listen. They are the least pretentious non-player characters in the entire game.

I have an adventure that features them coming up. A headless horseman tied to Rowan's past, but we did not get to it this past weekend, so all I did was introduce them. 

Spoilers

Rowan and Andy get married right out of high school. His father is mad and threatens to disown him, but his grandmother intervenes. Instead of U of I, he goes to Illinois Beecher College in town, plays on the football team, and gets his degree in Education to return to JPHS to teach and coach, eventually replacing the retiring Coach Zimmerman. Rowan, now the Spirit Rider of Jackson, runs the stables (Andy bought them from his dad with his college savings) and has turned part of them into a hippotherapy center for children. Rowan also attended Illinois Beecher College and earned her degree in psychology and occupational therapy. 

Adult Rowan's wards around Jackson are described by witches as "formidable" and by supernatural threats as...well, they don't describe them at all; Rowan usually dispatches them long before they ever get the chance. Rowan would rather calm a frightened horse or help a child learn to ride, but when it comes to defending Jackson, she is brutal and efficient. It is just another chore to be done, like mucking out a stall.

In truth, I love these two and wish them a ton of happiness.

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

Monday, April 27, 2026

Monstrous Mondays: MoChem the Morgan Chemical Monster

 Going back today to Jackson, IL, my current NIGHT SHIFT® campaign and my all-consuming obsession. 

Today I have a monster that I have been trying to bring into a game for the better part of 47 years. Not that this guy is a hard monster to figure out, it's just that his history is so tied up in my hometown that he didn't really fit into any other game I have done before.

This particular monster was created by me one afternoon in the summer of 1979 when I was 10. I had been reading a lot of Daniel Cohen's "monster books" thanks to our town's well-stocked Carnegie grant library

Kids' monster books from Daniel Cohen

I lamented that our town didn't have their own local monster (the word "cryptid" was not in my vocabulary yet) though this was way before the internet and before I discovered microfiche to discover my hometown did indeed have it's own history of monsters, ghosts, and other things. 

I figured my creation was as "real" as anything I had been reading (age 10 was the start of my real exploration into skepticism, which led me to the conclusion that the supernatural was all bullshit). While I still enjoyed reading it all, I thought it was as real as, say, "Star Wars."

So in a fit of childhood bravado and creativity that I subject you all too every day, I made a monster.

Outside of town was a chemical plant. Now, I am not sharing the name because my blog gets hit by bots I have found material I have written here for games passed off as "truth."  Details about the Hex Girls and Astral Spiders, just to name two. So there is no reason to drag a real company with real employees into something invented by a 10-year-old. But I am keeping the monster's name.

So let's switch over to the fictional Jackson, IL and it's resident mutant.

The Story of MoChem and the MoChem Monster

Just east of town, the Mauvaisterre splits into various creeks and smaller bodies of water. One of these runs by the now-closed Morgan Chemical plant. Morgan Chemical came to Jackson in the late 1800s, and was founded by Jacobi Morgan and Sons. Morgan Chemical produced fertilizer, pesticides, and other agricultural chemicals needed by the growing farming boom in Central Illinois post-Civil War economy. The plant was well-run, provided hundreds of jobs for locals, and brought money into the local economy. So successful was the plant that the road on which the plant was located was renamed Morgan Ave, and businesses began to pop up all along the east-west corridor. So much so that it eventually took businesses away from the North-South Main Street. 

Jacobi Mogan was very typical of many of the entrepreneurs who had settled in the area at the time. "Work Hard. Tend to Family. Fear God" was his motto. In all fairness, he was, for the time, a good boss. His employees did work hard, and he paid them a fair wage. The company grew on his solid Presbyterian-Protestant work ethic and the belief that anything is possible with faith and hard work. He was an early benefactor to MacAlister College and helped build one of Jackson's famous Gothic-revival style churches.

His sons, however, were not so charitably minded. When the sons took control of the company in the early 1900s, they saw ways to increase profits by cutting some safety standards. They also got involved in the Great War, providing "fuel additives," but it was well known they had taken a side contract in weapons research. When World War II came around, Morgan Chemical provided gas masks, and rumor says the chemicals the gas masks protected against. 

With each generation, the Morgan family motto (metaphorically speaking) lost another word until, in practice, only “Work Hard” remained. By the 1960s, under the fourth generation of Morgans, the plant had become notorious among workers for failing safety standards, careless disposal practices, and toxic leaks. Waste seeped into the groundwater and into the channels that fed the Mauvaisterre. Cattle downstream sickened or died. Children born to workers were whispered about in hushed voices. Whatever prosperity the company had once brought to Jackson now came at a terrible cost.

It was in this poisoned environment that MoChem first came to be known.

No one agrees on what MoChem truly is. Some claim it was born in the tainted water itself, shaped by chemical waste and bad earth. Others whisper that it was once a deformed child, discarded by frightened parents after the plant poisoned too many families. Another tale says it had been a worker who fell into a vat and came back wrong. The most popular story holds that MoChem was an undercover reporter from St. Louis or Chicago who came to expose Morgan Chemical, got too close to the truth, and was murdered and dumped in the waste.

What is known for certain is that in 1973 Morgan Chemical was fined, shuttered, and abandoned. Cleanup was promised. Very little was ever done.

Soon after that, sightings began.

MoChem
MoChem (AD&D 1st Edition)

Frequency: Very rare
No. Appearing: 1 (Unique)
Armor Class: 5
Move: 9”
Hit Dice: 4+4
% in Lair: 55%
Treasure Type: Nil
No. of Attacks: 2 or 1
Damage/Attack: 1-6/1-6 or special
Special Attacks: Blood drain, engulf small prey
Special Defenses: Semi-liquid form, surprise
Magic Resistance: Standard
Intelligence: Low to Semi-
Alignment: Neutral (Evil)
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: IV / 240 + 5 per hit point

MoChem (NIGHT SHIFT)

No. Appearing: 1 (Unique)
DV: 6
Move: 45 ft.; may flow through narrow gaps at 30 ft.
Vitality Dice: 4
Attacks: 2 slams/claws
Damage: 1d6/1d6
Special: Semi-liquid form, blood drain, engulf, surprise, light sensitivity, sunlight damage, double damage from fire
XP Value: 140

MoChem is a malformed humanoid horror spawned from decades of illegal chemical dumping. Roughly man-sized but squat and thick-bodied, it has overlong arms, short, powerful legs, a single milky eye in its upper torso, and a flexible feeding maw below. Its body is coated in a red oily secretion often mistaken for blood.

Combat: MoChem attacks with two heavy slams or claws for 1-6 points of damage each. It may instead attempt to batter, grapple with, or press itself against prey to feed. It is cunning only in an animal way, preferring darkness, ambush, narrow spaces, and prey that are alone or already frightened.

Special Abilities

Blood Drain: Whenever MoChem scores a critical hit, it opens feeding pores or its maw against exposed flesh, draining 1-4 additional hit points of blood and vital fluids. This is in addition to normal damage. A drained victim may appear pale, weak, and chemically burned around the wound. This is not a vampiric or magical effect.

Semi-Liquid Form: MoChem may compress itself into a half-fluid shape, allowing it to pass through bars, storm drains, culverts, wide cracks, broken windows, pipe openings, or any aperture large enough for a cat or small dog. In this form, it cannot attack normally, but it may move through spaces inaccessible to most man-sized creatures. It may resume its full shape in the following round. Because of this ability, it cannot be held by ordinary ropes or manacles, and non-magical grappling attacks against it suffer a -2 penalty.

Engulf Small Prey: Creatures of small build, as well as animals the size of dogs or smaller, may be engulfed if MoChem successfully hits with both attacks in a single round. The victim must save vs. petrification or be pinned within its semi-fluid mass. Thereafter, the victim suffers 1-4 hit points of damage per round until freed or dead. Small animals may simply be swallowed whole at the DM’s discretion.

Surprise: In darkness, sewers, culverts, abandoned industrial works, or wet ground near polluted runoff, MoChem surprises on 1-4 on 1d6.

Light Aversion: Bright light causes MoChem pain and disorientation. A strong lantern beam, continual light spell, or similar bright illumination forces it to attack at -2. If trapped in such light for more than 3 consecutive rounds, it will retreat if possible. A light spell cast directly upon or very near it inflicts 1-4 hit points of damage.

Sunlight: Direct natural sunlight inflicts 1-6 hit points of damage per round and prevents use of its semi-liquid form. MoChem avoids daylit areas whenever possible.

Vulnerability to Fire: All fire-based attacks inflict double damage.

MoChem is not undead, nor is it a true elemental or demon. It is a pollution-born predator, a toxic life form awakened in bad ground and abandoned waste. It lairs in culverts, runoff tunnels, chemical pits, and flooded industrial ruins.

MoChem possesses a rudimentary intelligence. Enough to know it despises its own existence, but not enough to know how to end it. It fears light and the sun and avoids both at all costs. According to scholars on local BBS sites, if you could lure it into direct sunlight, it would dry up and die. Others speculate that such a death would not be permanent unless the creature was also burned.

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I kinda wish 10-year-old me could see this!

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