The following is designed for use with Night Shift: Veterans of the Supernatural Wars, but will work with any variant of the oldest school game. GMs and players interested in learning more about Night Shift should check out Elf Lair Games.
The following text is copyright 2022 Derek Stoelting
Overview
“Clootie” is a new type of psilocybin available for drug users.
The product appears to be a black oily substance. According to dealers, they
make the drug by boiling the mushrooms. The liquid is then cooled with nitrogen
and divided into vials for distribution. Ingestion is through the eye. Users can
either inject the substance directly into their eye with a needle or use an eye
dropper.
Clootie Drug
Users of clootie succumb to a penalty to resist demonic possession or banish demons
equal to -40% for 1d4 hours, just from using the drug. If there are clootie
demons in the area, their affects are in addition to the drug’s affect. For
example, Jimmie the Junkie uses clootie and a demon possesses him. Kim the
Psychic wants to try and banish the demon within the 1d4 hour timeframe. Kim
starts at a penalty of -40% to her basic Psychic ability. If there are three
clootie demons within ten feet of Jimmie the Junkie, Kim suffers an additional
penalty of -25%. This brings the penalty to banish the possessing demon to
-65%.
After the drug wears off, the user must make a Constitution Saving Throw at a -1 penalty or become addicted to the drug. Any future use adds an additional -1 penalty to the difficulty to resist addiction. So, if Jimmie the Junkie takes a hit today, the difficulty to resist addiction to Clootie is -1. If Jimmie the Junkie resists and then uses clootie again in four days, the penalty to resist becomes -2. The role to resist addiction is not modified by clootie demon’s Influence Possession ability, nor a possessing demon’s presence or lack of presence.
In addition to the penalty to resist addiction, for every -5 worth of penalties, the character’s Constitution score drops by two. Hit points per level are negatively affected by this modifier.
Once the user is addicted, they must pass 20 consecutive Constitution Saving Throws (one attempt per day is allowed) to become unaddicted. This roll is modified by the current penalty to resist addiction. For each consecutive day the character resists addiction, the penalty decreases by one. If, at any point, the test is failed, the addiction penalty is re-set. Example: Jimmie the Junkie is at a -10 penalty to resist addiction and enters rehab. Each day his player rolls a Constitution Saving Throw with a -10 modifier. The second day he passes the test, it becomes a -9 modifier. The third day, it is a -8 modifier. However, if on the fourth day the player fails the roll, the modifier is re-set to -10.
Once the user passes 20 consecutive Constitution Saving Throws, their Constitution will begin to recover to its original score at a rate of one per month. Spells and special abilities may modify the rate of recover. Hit points per level are positively affected by the return of the Constitution score.
Clootie Demons
Clooties are a class I demon. Their primary purpose to lower human resistance to demonic influence. This purpose functions as a power that is always on.
Clooties are tall and skinny humanoids. They do not have a corporeal form and give off a ghost-like vibe to those who can see them. They appear to be dressed in rags that flap in the wind, regardless of there being any wind present. Their faces are blank with round, black eye sockets and a round, black hole for a mouth. Most clooties are a shade of red, but they can choose any/all colors they wish for appearance. The mystical wind that makes their rags flap is their means of flight as they are devoid of wings.
Clootie
Class I Demon
No. Appearing: 1-4
AC: 5
Move: 30 ft., fly 50 ft.
Hit Dice: 2 (8 hp)
Special: 2 attacks (claw and/or bite), Immortal, Demonic Immunities,
Demonic Resistances, Telepathy, Demonic Vulnerability, and Influence Possession
(see below)
XP Value: 51
Influence Possession: this demonic ability is “always on.” It provides a penalty equal to -15% to anyone attempting to resist demonic possession or banish a demon within a ten foot radius. Each additional clootie within the same ten foot radius provides an additional -5% penalty. Clooties do not have the ability to possess any creature with a Willpower score higher than zero.
Using Clootie in Your Game
I Want a New Drug
Demonic possession is seeing a continuing spike of activity.
Cast members who interview anyone that survives the demonic possession or their
acquaintances discover those possessed are drug addicts who use mescaline, LSD,
and/or magic ‘shrooms. These survivors will claim to be able to see angels,
gain superhuman strength, grow claws, etc. Investigating related crime scenes backs
up their claims regarding improved muscle mass and weird abilities. Anyone they
claim to have talked to that was an angel or demon shows up as a normal person
on camera (unless your Night World has different rules). GMs are encouraged to
use the demonic possession rules starting on page 146 of the Night Companion.
Interviewing low level drug dealers will provide bare
minimum information about what is going on. They know the drug is called
clootie, but have no idea who is making it for the street or that demons are
involved. With enough arm-twisting, they will provide the name of their
distributor. Talking to enough distributors garners the name “Blue” or “Double
Dee” as someone in charge of distributing the new drug.
Blue was approached by Devon Morgorm to develop the new
drug. Devon spent time in the criminal community, learning about the trade and those
producing product. At the time Devon approached Blue, Blue was working for a
man known simply as “Double Dee.” While
Blue relished the thought of introducing a new drug to the streets, Double Dee
was not as keen. He wanted guarantees.
Devon provided those guarantees by possessing Double Dee’s
body and setting Blue to work. At first, Devon provided clooties for experimentation,
but eventually taught Blue how to design a scientific device that would summon
clooties. The development process took months to perfect. Today, clootie sales represent
one-fourth of Double Dee’s income.
Devon eventually released his hold on Double Dee. Double Dee
understands his new role as a servant of Devon Morgorm. He knows that Devon’s
name is only an approximation to its demonic name. He also understands that if
he steps out of line, Devon will step in and control his body once more.
Diabolical Hoodoo
One of Devon’s goals is to make clootie users available to
other demons. As it happens, a demon using the moniker “Cassie” is looking to
build up a bit of an army. She’s made a pact with Devon for a supply of clootie
users in return for money sent to the Double Dees. Cassie could care less about
money.
Cassie is looking for a promotion from her boss. 3,000 years
ago, she and her band of warriors were banished from Earth, unable to return in
physical form. Since then, she has worked to regain the trust and confidence of
her baal, Chemosh. Her plan is to bring all of her warriors back to Earth
inside the bodies of Clootie users and destroy as much as they can before being
struck down. Naturally, the city Cassie has chosen is the one where the
characters live.
As the amount of destruction increases, the cast members
will begin to notice news reports of a gang that is destroying buildings,
driving cars through crowded, civilian areas, and firing assault rifles at “rival”
gangs that also happen to kill (mostly) innocent bystanders. They will eventually
target law enforcement officers, lawyers, and judges. These victims will be
ambushed, tortured, and left to be found by the public. Members of Cassie’s
army might even call some of their victims into various news agencies if the demon
is particularly proud of their handiwork.
The cast members need to find where Cassie’s army is
staging, find some way to banish them and her back to Hell, and then track down
the source of the drug in the bodies they were possessing to put a stop to that
mass.
Cassie’s army is composed of class II and class III demons.
GMs can use standard demons from Night Shift or if they want to change
things up, use the first two levels of demons from the Night Companion.
Cassie is a class IV demon with a chip on her shoulder and a lot to prove.
Clootie NPCs
Cassie
Cassie is a class IV demon inhabiting the body of a druggie.
The human shell was not very durable when she inhabited it. However, she has
made improvements on the chassis since then. Her primary goal is chaos, destruction,
and conflict. Anything she and her warriors can do to cause all of that, and a
lot of death, she is all about. Only Chemosh and “Cassie” know her true name.
Remember, these are demons. They are not going to play nice.
If their physical shell is destroyed, they don’t leave Earth. They simply go
find another clootie user to inhabit. To get rid of them semi-permanently, they
will need to banish the demons back to Hell. For now, these demons will be slaughtering
the innocent, skinning sinners alive, and melting faces. Good luck with that.
Class IV demon
No. Appearing: 1
AC: 2
Move: 40 ft.
Hit Dice: 16d8 (64 hp)
Special: 4 attacks (2 claws, bite, tail), Demon abilities (Immortal,
Immunities, Resistances, Telepathy, and Vulnerability), Summon Class I demon
80%, Summon Class II demon 75%, Summon Class III demon 60%, and Summon Class IV
demon 50%
XP Value: 2,048,000
Devon
Devon is a class III demon who was once an Ishim. Instead of
lending aid and comfort to humans, Devon provides corruption and harm. Information
about Ishim is located in the Night Companion. Devon’s true name is “deamhan
mòr gorm.”
Only Double Dee and Blue know that Devon is a demon.
Class III Fallen Ishim Demon
No. Appearing: 1
AC: 3
Move: 30ft.
Hit Dice: 11d8 (44 hp)
Special: 3 attacks (claws and bite), Demon Abilities (Immortal, Immunities, Resistances, Telepathy, and
Vulnerability), Summon Class I demon (75%), Summon
Class II demon (60%), Summon Class III demon (50%)
XP Value: 42,240
The Double Dees Gang
Double Dee is a gang lord. He has close to 200 people he can
call upon to do his bidding. Below Double Dee in the org chart are his
lieutenants. Each lieutenant oversees a specific criminal enterprise. In the Double
Dees, those enterprises include killing for the gang, drug production, drug sales,
murder for hire, and credit card fraud. Under each lieutenant are two levels.
The first level are standard gang members. These are the people who set up trap
houses, pose as bodyguards, watch over the slaves making the drugs, and commit
fraud. Above them are the specialists. These are the shooters who never miss,
drug dealers who make large sales, the heads of different drug production
facilities, and those who teach others how to commit fraud.
The people who make the drugs are considered slaves. They have
no gang rights, are often illegal immigrants or people the gang dislikes enough
to want to torture through the process, and all slaves have zero living value
to the gang. They are replaceable.
Symbols used by the gang include tattoos of two letter Ds
connected or one letter D inside another (larger) letter D. The gang’s colors
are purple and gold. Sports attire consists of the Lakers, Vikings, and Kings.
The gang has a working relationship with the Almighty Vice
Lord Nation.
Double Dee
No. Appearing: 1
AC: 6
Move: 30 ft.
Hit Dice: 8d8 (32 hp)
Special: Two attacks per round (firearms or punching), Kevlar-reinforced
leather body armor, typically surrounded by 1d10 Shooters of which 30% are armed
with converted to fully automatic rifles, 20% are armed with shotguns, and the
rest are armed with semi-automatic pistols.
XP Value: 960
Blue
No. Appearing: 1
AC: 8
Move: 30 ft.
Hit Dice: 7d6 (21 hp)
Special: Clootie Summoning Device, Clootie Boiling Devices, Science! as
per the Inventor ability, one attack per round (firearms or punching), Gang
Followers
XP Value: 960
Gang Followers: Blue typically travels with 4d4 gang
members who are typically all shooters 77or specialists
Appearance: They are asexual and will respond to any
sexual identity used towards them (he/she/they/other). Blue stands 185 cm tall
and weighs 79 kg. They dress in a business suit with pants, and all of their
clothing is a particular shade of blue. The shade may change day to day, but it
is always blue and the entire outfit is always the same shade.
Signature Items: clothing
Background and Role: Until Devon’s arrival, Blue was
a specialist working in the labs for Double Dee’s drug production lieutenant.
Now that Devon is in charge of the gang, Blue is elevated to lieutenant. The same
drug production lieutenant is still around and is in charge of everything Blue
does not oversee (clootie products only).
Blue has a doctor pharmacy degree. He is much more
interested in experimenting with drug combinations to see how they affect users
to be a legit pharmacist. He is a perfectionist and has O.C.D. He does not do
well with people who cannot perform their job in life. He operates from the
west end of town.
Blue was surprised to learn that Devon was a demon. He had
no previous interactions with the supernatural. He approached Devon’s species
like a good scientist and is documenting everything he can as it relates to the
demon. Devon is unaware of Blue’s notetaking.
Double Dees Gang Lieutenants
These are Double Dee’s trusted inner circle, or at least as much
as he trusts anyone. They oversee killing for the gang, drug production, drug sales,
murder for hire, and credit card fraud.
T-Bone (Tamarius Wilson)
No. Appearing: 1
AC: 5
Move: 30 ft.
Hit Dice: 6d6 (18 hp)
Special: all Psychic Gunslinger abilities up to level 6, two attacks per
round (firearms or punching) as a 6th level Psychic Gunslinger,
Incapacitate or Assassinate, Trick Shot, That Gun is Mine, Unlimited Ammo, Gang
Followers
XP Value: 880
Gang Followers: T-Bone typically travels with 6d4 gang
members who are typically all shooters or specialists
Appearance: T-Bone wears loose fitting black clothing
such as sleeveless shirts and baggy military pants with combat boots laced
half-way up the boot
Signature Items: AK-style assault rifle colored
purple and gold and a silenced pistol
Background and Role: T-Bone is in charge of the shooters.
These include those who perform killing that helps the gang, as well as, murder
for hire contracts. T-Bone got to where he is by killing anyone who got in his
way. He has zero interest in the other enterprises in the gang. Nor does he
have interest in being the gang’s leader. He is quite happy leading the killers
and doing a lot of the murder for hire killing himself.
Quertiz (Fisher)
No. Appearing: 1
AC: 7
Move: 30 ft.
Hit Dice: 5d4 (10)
Special: Gang Followers, one attack per round (firearms or punch), all Survivor
abilities at 5th level
XP Value: 240
Gang Followers: Queritz typically travels with 3d4
gang soldiers
Appearance: Quertiz dresses very sharply in the
latest street styles. He likes bright colors. He visits the barber shop at
least once a week to touch up his fade.
Signature Items: high-end clothing, designer quality jewelry,
money roll of $100 bills, and a gold plated, large caliber, semi-automatic pistol
Background and Role: Quertiz is a street kid through
and through. He worked his way up through various gangs before finding a place
with Double Dee. He oversees sales for the Double Dees. He sets regular sales
goals for his people and expects them to hit those sales numbers. Those who don’t
are often demoted to horrible parts of town where it is very hard to make goal.
People who consistently fail to meet those goals are sent over to T-Bone’s team
to function as low-level shooters (i.e., cannon fodder).
Dokter Dokter (Shawn Mckenzie)
No. Appearing: 1
AC: 7
Move: 30 ft.
Hit Dice: 5d6 (15 hp)
Special: all Inventor abilities at level 5, Gang Followers, one attack
per round (firearms or punch)
XP Value: 180
Gang Followers: Dokter Dokter travels with 1d6 gang
members, mostly bodyguards
Appearance: Dokter Dokter wears a chef’s jacket left
over from his days working in restaurants. It is completely out of place and
covered in stains. He lets his hair grow out to about four inches before having
it trimmed. He keeps his facial hair long and scraggly.
Signature Items: stained chef’s jacket, several dime-bags
of drugs (samples), semiautomatic pistol
Background and Role: Dokter Dokter is the head
chemist for Double Dee. He was in role and mentoring Blue before Devon showed
up. At first, he was irritated that Blue was getting all of the attention.
However, when he learned that Blue would be stuck doing Blue’s thing and not
taking over for Dokter Dokter, he stopped being concerned. Dokter Dokter splits
his time evenly between overseeing production at the various locations around
town and dabbling with enhancing the product. When he travels to sites, he travels
with soldiers for protection.
Rashawna Wilson
No. Appearing: 1
AC: 3
Move: 30 ft.
Hit Dice: 6d6 (18 hp)
Special: Gang Followers, all Inventor abilities at level 6 with items focused
on hacking and electronic security
XP Value: 320
Gang Followers: Rashawna is typically surrounded by 1d10
soldiers. Double Dee insists upon it.
Appearance: long, curly hair past her shoulders,
bright blue eyes, a few teeth with gold fillings, and clothing with an African
flair
Signature Items: bullet-proof vest, designer backpack
containing two laptops, various portable hard drives, and make-up
Background and Role: Rashawna is Double Dee’s “baby”
cousin. After spending ten years in Joliet for fraud and dealing cocaine, Double
Dee put his cousin to work funding his gang. Rashawna has spent the past five
years training a team of electronically-based criminals how to commit various forms
of fraud. When she’s not overseeing her team, she can be found hanging out with
Quertiz – something that her older cousin will not be too keen on when he finally
notices it. He likes to keep his people separated.
Double Dees Gang Specialists
Specialists are the hitters among the shooters, the hackers
on the fraud team, and the wizards of the chemistry team. However, outside of
their chosen field, they are no better than soldiers.
Gang Specialist
No. Appearing: 1-6
AC: 5-10
Move: 30 ft.
Hit Dice: 4d8 (16 hp)
Special: at least special ability related to their function; for
example, hitters might have a Psychic Gunslinger or Veteran ability and chemists
may have an Inventor ability
XP Value: 70
Double Dees Gang Soldiers
These are the soldiers of Double Dee’s gang. They run trap
houses, watch over production facilities, etc. There is nothing special about
these people, other than their willingness to do bad things to people and the
sheer amount of self-serving shit they will do for themselves.
Gang Member
Number Appearing: 1d10
AC: 8
Move: 30 ft.
Hit Dice: 2d8 (hp 8)
Special: One attack per round (firearms or punch)
XP Value: 15
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