Friday, February 20, 2026

A Deep Dive Into Nightshift: VTSW (Veterans of the Supernatural Wars) Rpg By Jason Vey & Timothy Brannan

 



Nightshift: VTSW (Veterans of the Supernatural Wars) is a love letter to the gritty, urban fantasy horror of the 80s and 90s. If you grew up watching Buffy the Vampire Slayer, The X-Files, or Supernatural, or if you spent your nights playing the classic World of Darkness, this game is aimed squarely at your nostalgia.

It’s designed by Jason Vey and published by Elf Lair Games. Here is the breakdown of what makes it tick.


1. The Vibe: "Blue Collar" Horror

Unlike some games where you play as demi-gods, Nightshift focuses on the Chosen, the Tainted, or just the brave and unlucky. You are the people who see the things that go bump in the night and decide to bump back—usually with a silver-loaded shotgun or an ancient incantation.

The setting is modular. It can be:

  • Grim and Gritty: Street-level monster hunting.

  • Cinematic: High-action, "Big Bad of the week" style.

  • Splatter: Over-the-top gore and horror.

2. The Mechanics: OSR Meets Modern

The game is built on an OSR (Old School Renaissance) skeleton, specifically the SIEGE Engine (similar to Castles & Crusades). It feels familiar if you've played older versions of D&D, but it’s heavily modified for a modern setting.

  • Classes: You have archetypes like the Veteran (combat specialist), the Survivor (tough and resourceful), the Occultist (magic users), and the Supernatural (vampires, werewolves, or ghosts who fight for the good guys).

  • The Check System: Most things are resolved with a d20 roll against a target number, modified by your attributes.

  • Compatibility: Because it’s OSR-adjacent, it is incredibly easy to kitbash. You can pull monsters or spells from almost any 1e/2e or BX-style game and drop them in with minimal math.

3. Character Roles (Archetypes)

The game uses a "Class and Level" system, but the classes represent your role in the hidden war:

ArchetypeDescription
The ChosenDestined heroes with supernatural luck or divine backing.
The InquisitorExperts at finding the truth and exposing the dark.
The TecheModern wizards who use gadgets and hacking to fight spirits.
The WitchTraditional spellcasters dealing with spirits and rituals.
The WarlockThose who have made "deals" for their power.

4. Why People Like It

  • Ease of Use: You can teach the core mechanics in about 15 minutes.

  • Versatility: The rulebook includes "Nightmare Levels," which allow the GM to scale the power of the world from "Slightly Spooky" to "Apocalyptic."

  • No "Meta-Plot": Unlike World of Darkness, there isn't 30 years of dense lore you have to memorize. You build your own secret world.

A Note on Tone: While the game is "Rules Light," it is "Flavor Heavy." It assumes the players are the underdogs. You aren't the predators; you're the ones keeping the predators at bay.

Character creation in Nightshift: VTSW is designed to be snappy. Since it’s an OSR-style game, it focuses on getting you a functional "Veteran" in about 20 minutes so you can get straight to the monster hunting.

Here is the step-by-step process for building your defender of the night.


1. Roll Your Attributes

The game uses the classic six ability scores. You generate these by rolling 3d6 for each (though many GMs allow for a "4d6 drop the lowest" or a point buy if they want the characters to be slightly more "heroic").

  • Strength (STR): Physical power and melee.

  • Dexterity (DEX): Agility, reflexes, and ranged combat.

  • Constitution (CON): Health and stamina.

  • Intelligence (INT): Knowledge and logic.

  • Wisdom (WIS): Perception, willpower, and intuition.

  • Charisma (CHA): Leadership and social influence.

2. Choose Your Archetype (Class)

This is the most important decision. Your Archetype determines your Hit Die, your Combat bonuses, and your Special Abilities.

  • The Combatant: The soldier or street brawler. High HP and best hit bonuses.

  • The Survivor: The "Final Girl/Guy." They have incredible luck and are hard to kill.

  • The Occultist: The scholar of the dark arts. Good at research and rituals.

  • The Teche: The modern-day hacker or gadgeteer who uses science against ghosts.

  • The Theosophist: The holy warrior or priest (think Father Karras from The Exorcist).

  • The Witch/Warlock: Powerful spellcasters who tap into raw, often dangerous, magic.

  • The Supernatural: If you want to play a "reformed" Vampire, Werewolf, or Ghost.

3. Select a Life Path (Background)

While your Archetype is what you do now, your Life Path is what you did before the "Supernatural Wars" found you. This provides you with starting skills and flavor.

  • Example: A "Law Enforcement" Life Path might give you bonuses to tracking and firearms, regardless of whether you are now a Combatant or a Witch.

4. Calculate Secondary Statistics

Based on your rolls and Archetype, you'll fill in the "crunchy" bits:

  • Hit Points (HP): Roll your Archetype’s Hit Die and add your CON modifier.

  • Armor Class (AC): Usually starts at 10, modified by DEX and any armor (like a Kevlar vest).

  • Saving Throws: These are based on your Archetype’s primary attributes.

5. Skills and Masteries

Nightshift uses a Check system. You have a "Primary Attribute" (based on your class) which makes certain rolls easier. You’ll choose a few areas of expertise—like Occult Lore, Streetwise, or First Aid—that give you a bonus when you're trying to investigate a haunting or patch up a teammate.

6. Gear and "The Van"

You don't start with much, but you start with what's "logical."

  • The Veteran's Kit: Usually involves a signature weapon (a silver-plated 9mm, a blessed crowbar, etc.), a flashlight, and a cell phone.

  • The Group Resource: Often, the GM will have the group decide on their "Base of Operations" or vehicle during this stage.


The "Secret Sauce": The Fate Point

Every character starts with at least one Fate Point. These are your "get out of jail free" cards. You can spend them to:

  1. Automatically succeed on a check.

  2. Reduce incoming damage.

  3. Cheat death for one more round.

Pro-Tip: In Nightshift, your attributes aren't just numbers; they define your Check Target. If you have a Strength of 15, you usually need to roll a 15 or higher on a d20 to succeed at a Strength-based task (modified by the difficulty the GM sets).

Wednesday, February 18, 2026

More Kull era Encounters & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign - Mini-Adventure: The Red Debt of Al-Zaman

 In the spirit of classic Sword & Sorcery, these encounters prioritize peril, atmosphere, and moral ambiguity. These aren't just "monsters to kill"; they are fragments of a dying world where the environment is as dangerous as the steel in a mercenary's hand.


This blog post picks right up from 

Kull era Encounters & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign - The Encounter: The Chronomancer's Debt


The D100 Sword & Sorcery Encounter Table

D100Encounter TypeDescription
01–10The DesperateA band of 2d6 starving deserters from a forgotten war. They will trade information for food, but will slit throats for a single gold coin.
11–20The UnnaturalA shimmering, oily mist rolls in. Anyone caught inside hears the whispers of dead relatives. (Save vs. Fear).
21–30The Arcane TollA lone sorcerer atop a sedan chair carried by four mindless thralls. He demands a "tribute of memories" to pass.
31–40Ancient HungerA Giant Scorpion (or similar beast) dragging a local noble's corpse toward a sun-bleached ruin.
41–50The Grim DiscoveryAn oasis or clearing filled with statues of warriors. Their faces are frozen in absolute terror; the stone is still warm.
51–60Civilization’s RotA traveling caravan of "Relic Merchants." They are actually slavers selling captives to a nearby cult.
61–70The Celestial OmenA meteor streaks across the sky in broad daylight. Local wildlife begins acting with human-like intelligence for 1d4 hours.
71–80Blood FeudTwo rival mercenary bands are mid-skirmish. They both pause to see which side the players will bolster—or loot.
81–90The Thirsty BladeA lone, dying warrior offers a beautifully jeweled khopesh. The sword is cursed; it grants $+3$ to hit but requires a "drink" of the user's blood daily.
91–99Eldritch GeometryA monolithic slab of black obsidian pulsing with a low hum. Touching it teleports the party 1d10 miles in a random direction.
00The ApexA weary, ancient Dragon-Serpent or Winged Ape. It doesn't want to fight; it wants to discuss the "end of the current Age" over wine.

Flavoring the Mechanics

In this genre, magic is never "safe." If your players engage with the arcane during these encounters, consider applying a Corruption Die.

For every spell cast, the player rolls a $d20$. If the result is a $1$, the spell succeeds but leaves a physical mark (e.g., eyes turning yellow, hair whitening, or a sudden chill that follows them).

Running the Encounter

  • The Hook: Don't start with "roll for initiative." Start with a smell (copper, rot, heavy jasmine) or a sound (the scraping of chitin on stone).

  • The Stakes: Low-fantasy characters are usually motivated by Gold, Glory, or Survival. Ensure the encounter threatens or promises at least two of these.

  • The Twist: The "damsel in distress" is likely a cultist; the "monster" might just be protecting its stolen idol.

Mini-Adventure: The Red Debt of Al-Zaman

This is a "roadside tragedy" adventure designed for a party of hardened mercenaries. It explores the classic Sword & Sorcery trope: power comes at a gruesome price.


The Hook: A Final Request

While traversing a desolate stretch of scrubland or a windswept mountain pass, the party discovers a man slumped against a jagged rock. He is Kaelen the Exile, a warrior of renown now reduced to a husk. His armor is battered, and his right arm is withered and grey, as if the life has been sucked out of the bone.

Across his knees lies Sanguis, a khopesh of breathtaking craftsmanship. Its blade is etched with weeping eyes, and a massive, unpolished ruby sits in the pommel.

"Take it," Kaelen wheezes, his voice a dry rattle. "It won't let me die while I hold it, but it won't let me live either. It craves a younger heart."


The Artifact: Sanguis, The Thirsty Blade

The sword is an intelligent, semi-sentient weapon from a pre-cataclysmic era.

  • The Benefit: In combat, the wielder gains a $+3$ bonus to attack and damage rolls. On a Critical Hit, the blade shears through armor, treating the target’s AC as 10.

  • The Price: The sword must "drink" every 24 hours.

    • If the blade has not tasted the blood of a sentient foe by sunset, it feeds on the wielder.

    • The wielder must succeed on a DC 15 Constitution Save or take $2d6$ permanent HP damage (only restorable via high-level magic or a blood sacrifice of an innocent).

    • The Curse: Once grasped in combat, the wielder cannot voluntarily discard the blade until they perish or a Remove Curse is cast by a sorcerer of significant power.


The Conflict: The Vultures Arrive

Kaelen wasn't just dying; he was being hunted. Moments after the party interacts with him, his pursuers arrive: The Crimson Slayers, a cult of blood-binders who believe Sanguis is a holy relic of their dead god.

The Enemies:

  • 1 Cult Leader (Zar-Thul): A sorcerer who uses "Blood Boil" spells to dehydrate opponents.

  • 4–6 Zealots: Fanatics armed with jagged flails who prioritize disarming the person holding Sanguis.

The Twist: If a player draws Sanguis to defend themselves, the blade hums with a sickening, euphoric vibration. The first time it draws blood, the player feels a rush of unnatural strength, but their vision turns a permanent shade of crimson.


Resolution & Rewards

If the party defeats the Slayers, they are left with a dying man and a cursed masterpiece.

ChoiceResult
Keep the BladeThe party gains a powerful weapon, but one PC is now "tethered" to it. Future encounters will involve more cultists and the constant need for violence to sate the sword.
Bury the BladeIf buried with Kaelen, the "Red Debt" is temporarily settled. However, grave robbers will likely dig it up within a week, and the sword may "find" its way back to the party later.
Destroy the BladeRequires casting it into a volcanic vent or a pool of holy acid. Doing so releases a Wraith (the trapped spirit of the sword's first victim) which must be defeated.

Stats: The Thirsty Blade (Sanguis)

  • Type: Khopesh (1d8 Slashing)

  • Properties: Versatile, Finesse, Cursed.

  • Sentience: The blade communicates through hunger and pulses of heat. It prefers the blood of "worthy" foes (kings, heroes, sorcerers) over common beasts.

Combining The Red Room's Gothic Rpg & Troll Lord Games Victorious Rpg - A Deeper Look

 Now this isn't my first time looking into The Red Room's Gothic Rpg on this blog.

Gothic
is a tabletop role-playing game published by The Red Room (often associated with the "Wretchedverse" or Wretched Bastards line). It is a love letter to 19th-century Victorian horror, designed to bridge the gap between classic literature and Old School Renaissance (OSR) gaming.




Unlike high-action fantasy, Gothic focuses on atmospheric dread, the clash between science and superstition, and the inevitable decay of the human psyche.

1. The Core Premise

The game is set in a stylized 19th century where players take on the roles of investigators, scholars, or aristocrats facing the unexplainable. It draws heavy inspiration from:

  • Literature: Frankenstein, The Picture of Dorian Gray, and the works of Arthur Machen or Henry James.

  • Themes: Family curses, ancient pacts, forbidden desires, and the "moral decay" hidden behind the polite veneer of Victorian society.

2. The System: "The Red System"

The game uses a ruleset derived from the Wretched (OSR-inspired) mechanics, which are streamlined for quick resolution and high lethality.

  • Attributes & Skills: Characters are defined by six primary attributes (Strength, Intelligence, Wits, Agility, Toughness, and Charisma). Action resolution is a standard d20 + modifiers against a Target Number (TN).

  • Fear and Madness: Central to the experience is the Fear Points mechanic. As you witness horrific events, your points accumulate. Once you cross your Panic Threshold, you must make a Panic Roll, which can lead to temporary flight, breakdown, or permanent madness.

  • Sins and Virtues: Much like other Red Room titles, character growth and alignment are often tied to moral choices (Sins vs. Virtues), adding a layer of psychological depth to how your character evolves.

3. Combat & Lethality

While the game emphasizes investigation, when violence does occur, it is swift and deadly.

  • There are rules for critical hits that can cause instant death or lasting injuries.

  • The game discourages "murder hobo" behavior; characters are fragile, and every fight carries a high risk of ending a campaign prematurely.

4. Recent Updates (2025/2026)

As of early 2026, a major overhaul of Gothic was released. This updated version (sometimes referred to as the 1.5 or revised edition) included:

  • New Plot Hooks: Contributed by Mark Brooks to expand campaign options.

  • Art Shift: The publisher moved away from AI-generated art in favor of era-appropriate public domain pieces, significantly enhancing the "period piece" feel of the book.

  • Clarified Rules: Streamlined the Fear and Panic mechanics based on community feedback.


Is this for you? If you enjoy Call of Cthulhu but want something more grounded in Victorian literary tropes with a "rules-light" OSR feel, Gothic is a strong contender.
Can Gothic be played with Troll Lord Games Victorious rpg?! 



Yes, you can certainly play them together, but they are "cousins" rather than twins. Because both games are rooted in the OSR (Old School Renaissance) tradition and use a d20-based system, they are highly compatible for kitbashing or cross-pollination.

Here is how they stack up and how to blend them:

1. The Mechanical Connection

  • Gothic (The Red Room): Uses the "Red System," which is a streamlined OSR d20 mechanic. It focuses on six core attributes (Strength, Intelligence, Wits, Agility, Toughness, Charisma) and uses a d20 + modifiers vs. Target Number approach.

  • Victorious (Troll Lord Games): Uses the SIEGE Engine, the same system behind Castles & Crusades. It relies on "Primes" (attributes your character is naturally good at) and a base Challenge Class (CC) of 12 or 18.

2. How to Mix Them

The best way to combine them is to pick one as your "engine" and use the other for "flavor" or specific mechanics.

  • Option A: Gothic as the Base (The Gritty Approach)

    If you want a lethal, horror-focused game, use Gothic's rules. You can "import" the Supernatural Powers or Contraptionist gadgets from Victorious as rare, dangerous, or experimental archetypes. In this version, a Victorious "hero" is just a person with a very dangerous secret.

  • Option B: Victorious as the Base (The Heroic Approach)

    If you want a game of "Victorian Superheroes" (like The League of Extraordinary Gentlemen), use Victorious. You can then "import" the Fear and Madness mechanics from Gothic to make the world feel more dangerous. Use Gothic’s bestiary to give your heroes monsters that can't just be punched into submission.

3. Key Conversion Tips

  • Attributes: Both use the standard six, though the names vary slightly (e.g., Gothic’s "Toughness" vs. Victorious’ "Constitution"). They map 1:1.

  • Difficulty: If converting a Gothic task (Target Number) to Victorious (Challenge Class), simply subtract 10 from the Gothic TN to find the Challenge Level (CL) for the SIEGE engine.

  • Magic/Science: Victorious has a very robust system for magic and super-science. Gothic is more low-magic/superstitious. If you allow Victorious magic in a Gothic game, consider adding a Fear Point cost or a "Sin" penalty to represent the toll that breaking the laws of reality takes on the soul.

4. Setting Compatibility

The settings are almost identical in tone—both love the foggy streets of London, the moors, and the tension between the Enlightenment and the Unknown. You can easily use the adventures from one game in the other with almost zero prep.


Summary Table

FeatureGothic (Red Room)Victorious (Troll Lord)
Power LevelLow/FragileMedium to High (Supermankind)
FocusPsychological HorrorAdventure & Vigilantism
Main Died20d20 (SIEGE Engine)
Best Used ForGritty, literary horrorPulp action and superheroes



Tuesday, February 17, 2026

Barrows & Borderlands Rpg Play Session - Night of the Manta Session Report One

 Coming up over the horizon in the wilderness in the Borderlands. Our party came across several very large 'meteors' that had just fallen from the sky. The players were concerned when we came across three Martian manta walker ships. One of our fighting men got discriminated! 
 Integrating the sleek, terrifying aesthetic of George Pal’s 1953 War of the Worlds into a Barrows & Borderlands (or similar OSR/fantasy) campaign creates a brilliant "Science Fantasy" aesthetic.



In this setting, the Martian Manta is not a sleek flying machine, but a "walker" supported by invisible, crackling beams of force—making it a literal "all-terrain" nightmare.


The Martian Manta (Walker Variant)



Classification: Arcane Construct / Extra-Planar War Machine

The Manta is a copper-hued, wing-shaped vessel that hums with a low, vibrating frequency. Instead of mechanical legs, it stands on three shimmering "Crystalline Struts"—columns of solidified light and magnetic force that hiss when they touch the ground, scorching the earth beneath them.

Stat Block (B&B Rules)

  • Armor Class: 19 (Polished Martian Alloy)

  • Hit Points: 85 (Threshold: Attacks dealing <5 damage are ignored)

  • Movement: 40 ft. (Hover-walk)

  • Senses: Heat-Sensing Eye (360° Vision), See Invisibility

AbilityScoreModifier
STR18+4
DEX10+0
CON16+3
INT14+2

Actions & Weaponry

The Manta focuses on total disintegration rather than physical bludgeoning.

  1. The Cobra Heat Ray: A flexible, neck-like turret atop the craft.

    • Effect: Fires a beam of focused red light. Target takes $6d6$ fire damage (Save for half). Objects ignited by this ray burn with an unnatural green flame that cannot be doused by water.

  2. Wing-Tip Skeletonization Beams: Twin green pulses fired from the "wing" edges.

    • Effect: Targets a 10ft radius. Creatures must make a Constitution Save or have their physical form disrupted, taking $3d8$ necrotic damage. If killed, only a white, chalky skeleton remains.

  3. Magnetic Pulse (Recharge 5-6):

    • Effect: A ripple of force emanates from the walker's base. All creatures within 20ft are knocked prone, and any metal armor worn becomes searing hot ($1d10$ damage).


Tactical Weaknesses

While the Manta seems invincible, it reflects the hubris of its creators:

  • The "Eye" is the Window: The heat-sensing lens is the only "soft" point. A critical hit or a precision shot to the eye forces the Manta to lose its "lock," granting attackers Advantage for one round.

  • Grounding the Beams: If the walker is forced into deep water or a magical field of Silence, the magnetic struts become unstable, reducing its movement by half and lowering its AC to 15.

  • Biological Vulnerability: The pilot inside has no immunity to terrestrial diseases. A Cloudkill spell or even a well-placed vial of concentrated filth (if the hull is breached) can end the threat instantly.

GM Note: Use the Manta as a "dread" encounter. Describe the sound first—that iconic, rhythmic thrum-thrum-thrum—and the smell of ozone and burnt hair before they ever see the copper glint on the horizon. A downed Martian Manta is a goldmine of "impossible" technology, but extracting it is dangerous. Martian alloys are often radioactive or biologically contaminated.

When the players pick through the wreckage, have them roll a d100.

D100 Martian Salvage Table

RollItem NameEffect / Description
01-10Twisted Martian CopperWorthless as tech, but worth 500gp to a jeweler or smith.
11-20Vial of Martian "Blood"A thick, pulsating red fluid. If consumed, heal $2d10$ HP but contract The Red Weed Plague.
21-30Heat Ray Lens (Cracked)Can be used once to cast Burning Hands ($3d6$) before it shatters.
31-40Magnetic Strut FragmentA heavy rod that floats 1 inch above any solid surface. Useful for trap-making.
41-50Oscillating Pilot MaskA leather-like membrane. Allows the wearer to see in the infrared spectrum (60ft).
51-60Cobra-Neck JointA hyper-flexible segment of strange metal. Can be forged into a +1 Whip that deals fire damage.
61-70Sonic Humming-BoxA small cube that emits the Manta's thrum. Keeps mundane insects away in a 30ft radius.
71-80Skeletonization BatteryUnstable energy cell. Can power a wizard's tower for a year or be used as a 10d6 Force Grenade.
81-90The "Electronic Eye"A large, three-colored lens. If mounted on a shield, it grants +2 AC against projectiles.
91-99Martian Logic CoreA crystalline brain. A character can "commune" with it to gain a +5 bonus to an INT check, once.
100Intact Miniaturized MantaA "scout" drone the size of a shield. It is dormant but can be repaired to act as a Construct Familiar.

Hazard: The Unseen Death

Martian technology is not meant for the "primitive" inhabitants of the Borderlands. Any player spending more than an hour harvesting a downed Manta must make a Constitution Save (DC 14).

  • Failure: The player's skin turns a pale, translucent blue. They lose 1 point of Constitution every 24 hours until they receive a Dispel Magic or Remove Curse cast by a level 5+ cleric.


Using the Salvage

Most local blacksmiths won't know what to do with these items. To properly forge or "attune" Martian salvage, the players might need to seek out:

  1. A Mad Alchemist living in a lead-lined cellar.

  2. The College of Artifice, who will likely try to confiscate the items "for public safety."

  3. A blind Dwarf who claims he can "hear" the metal's vibration.

 We fled across the wilderness as soon as we soon the strange hum of the Manta walker. This puts us a week out of game time for our explorers and travelers. The adventurers mean to extract some artifacts when they came across a downed manta ship and the others began to close in our party. Looting wasn't on the table yet.