Showing posts with label World of Darkness. Show all posts
Showing posts with label World of Darkness. Show all posts

Thursday, March 3, 2022

I Want a New Drug

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.

 The drug opens the user up to possession by demons. Users report feelings of euphoria, out of body experiences, and that they are not in control of their own bodies. Many claim they live out their deepest and darkest desires while on clootie. Others report meeting angels and feeling “the light” open them up to absolute bliss.

 The drug is actually made from the bodies of clootie demons, not mushrooms.

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

Tuesday, November 9, 2021

Night Spot: The Archer Hotel

The following location is designed for use with games such as Night Shift: Veterans of the Supernatural Wars, Buffy: the Vampire Slayer, Nights Black Agents, or Deadlands, but with a little work can be used in nearly all role playing games.



The Archer Hotel resides next to a lonesome highway. The highway’s numerical designation and name have changed so often over the years, that no one remembers what it is currently called. Most folks refer to the highway outside of the Archer as the “1-0-1”. You can call it whatever you want - no one will care. 


The Archer has passed through divers hands over the years. It has never stayed in any single one family’s possession for more than two generations. The current owners are Kane and Lana Rezick. The couple is from “back east”. They managed several successful bed and breakfasts before selling out and buying this hotel. They were looking for a change in scenery and clientele. They got both in spades. 

Archer Hotel Background

The Archer Hotel was originally built by a copper mine baron, Michael Allen Grant Archer, III, in the early 20th century. His descendants would squander his riches and MAG Archer, IV, eventually sold the property.


The property was immediately cleaned out, fixed up, and sold to a hotel developer. It was further updated by the developer and then sold off as a hotel. The property went through several hands before the Rezicks purchased it. During the 1950s and 1960s, it was a popular spot for vacationers traveling through the area. Low cost room rates and access to the highway system increased profits. However, the decline of cross-country travel in the late 20th century destroyed the halcyon days of low cost-high profit. 


When the Rezicks purchased the property in the early 2000s, most of the hotel’s guests were either old timers traveling to relive their youth, weird desert dwellers, or outlaw bikers. The first of those groups were the only clientele the Rezicks had experience with. Learning how to manage the other two groups as guests took trial and error over time. Different weirdos were into different things. Some were into experiencing the desert while intoxicated on magic pills. Others claimed to be tracing ley lines across the country. A few used the hotel as a place to conduct business, whether it involved drugs, guns, or magical fetishes. 


The bikers were frequently one percenters and more often than not, either drunks or cokeheads. Where the senior citizens and weirdos might break something by accident, the bikers often did it on purpose and did not feel they needed to pay back the hotel for the damage caused. Confronting them could lead to more damage to the hotel, not paying for their rooms, and more than once, a broken nose for Kane. The Rezicks flexed their supernatural gifts and came to an understanding with the bikers: don’t start nothing, won’t be nothing. Now, most of the bikers who stay at the hotel police each other and keep things under control. . . mostly.

Archer Hotel Today

The Archer Hotel was originally built in the California Mission Revival style. The Rezicks are slowly returning the hotel’s appearance to that charm, while maintaining modern guest expectations. 


Parking for the hotel is a graveled area between the hotel and the highway. While guests can park on the side or rear of the hotel, there are no lights outside the hotel on those sides. Additionally, the only doors for the hotel lead into the courtyard. 


Entrance to the hotel is through an arched walkway wide enough for five men abreast. The archway is connected to a low wall that runs across the front of the hotel’s courtyard. After passing through the walkway, the guests cross a bricked courtyard, circumventing a gorgeous fountain, and enter the hotel through a set of double doors. Guest room windows and simple, wooden doors line the interior walls of the courtyard. Above, the second floor provides a walkway around the courtyard and the third floor offers balconies from which guests in the suites can listen to the gentle bubbling of the fountain. 


The guest service area of the hotel is not large and guests often say it feels claustrophobic. There is a desk wide enough for two computers and desk clerks. There is a small pantry closet with a few snacks, bottled water, Mexican style beer, tequila, and to the side is a porter and valet stand. Down the hallway is an office shared by the hotel’s concierge and management. 


The interior of the hotel is rustic. The walls are rough and the floors are not finished. The walls are adorned with replicas of Chumash cave paintings and replica oil lamps. The guest rooms are bare bones, with only a bed, chair, and desk for furniture. The only electronics in the rooms are the lights, heating and cooling, and a television. A single window in each window provides better light than the yellowed bulbs in the rooms. All rooms face the courtyard. Only the ground floor and third floor hallways are protected from the elements. The second floor rooms open to a veranda, again, facing the courtyard.  


The manager/concierge office is still used as the manager’s office. It is not well-organized and papers cover most surfaces. An old CRT monitor sits on the desk, hooked up to a desktop computer sitting on the floor. Several metal cabinets stand next to the walls, with copies in triplicate of every transaction ever processed by the Rezicks. 


A shelf display unit in the hall outside of the manager’s office is the closest thing the hotel has to a concierge. Everything a visitor could want to do within a thirty mile radius is represented amongst the tri-folded pamphlets. A nearby wall map of the county highlights the nearest gas stations, quickie marts, and restaurants. 


Stairs to the second and third floors exist in the corners of the hotel. All of the stairs are interior and do not have windows. 


The area surrounding the Archer Hotel is arid desert. Cacti and sunflowers are the only plants that grow near the hotel. There is a dam in the area which supplies water to the hotel. The Rezicks are in talks with the water and power providers to set up a small wind farm on their property that would pay into both bills for the hotel. From their research, the Rezicks think they might even turn a bit of a profit from a wind farm. 

The Rezicks

The hotel is entirely staffed by the Rezicks, who live on property. Kane is a Psychic Gunslinger and Lana is a Spirit Rider.


They most recently lived in the Killington, Vermont ski area where they ran several bed and breakfasts. While they made most of their money during the busy ski season, they pulled in enough summer vacation guests to make it all work. Many of their peers worked second jobs during the summer to make ends meet. It was during the summer months that they ran into some trouble.


A group of vampires and a group of werewolves chose to meet in the Killington area to hammer out a deal. The vampires were trafficking people into and out of Burlington from Saratoga Springs. They wanted to expand over to Champlain and potentially into Canada. The werewolves, on the other hand, were established along the U.S.-Canada border as the go-to for moving people across the border illegally. While the two groups were not directly in opposition to each other, the werewolves felt the vampires might bring unwanted attention from border agents. So, they decided to make it a problem. After several incidents involving trafficked people turning up dead and law enforcement investigations, the vampires asked for a “sit-down”. 


The werewolves obliged and chose the Killington area due to the fact that it was off-season (so fewer people) and its remoteness. Most people vacationing in the area would be in the Gifford Woods State Park, not at ski resorts. The werewolves chose to stay in a few of the bed and breakfasts supplied by the Rezicks. The vampires chose to stay at a hotel in nearby Rutland, Vermont. The talks broke down, because neither side was willing to give up rights to the other. The werewolves felt they should be moving all product across the border and Champlain, Vermont. The vampires did not want to pay the werewolves to do what the vampires were already doing. Bad attitudes and angry words led to the inevitable fight. Both groups eschewed using firearms and instead, went tooth, claw, and vehicular for their killing. 


The Rezicks prided themselves on running a proper business. They made sure to check in with guests either upon arrival or the first evening of a stay. They tried to reach the werewolves by telephone to make sure the locations were up to expectations. Receiving no answer at the cell phone number used to make the reservations or at the houses being rented, they decided to go visit the properties to make sure all was alright.


Unfortunately for the Rezicks, they showed up during the fight and witnessed both supernatural species in all their glory. Worse still, both groups saw the Rezicks and gave chase. Through a combination of local knowledge and their innate abilities, they were able to escape certain death. They quickly gathered up what belongings they could fit in their cars and left the state.


The Rezicks sold their Vermont properties through a third party. They stayed on the move, never stopping in an area for more than a few days. Lana was forced to dismiss her association with the land in Killington, losing access to many of her abilities.  


While trying to determine where and how they wanted to stop running, the Rezicks saw an estate sale advertisement for the Archer Hotel. The owner had run the place into the ground and died without heirs. The state wanted to sell it as quickly as possible, realizing it would not bring in a lot of money from investors. After a thorough walk-through of the property with the broker, they low-balled an offer. To their surprise, it was accepted almost immediately. 


The Rezicks immediately set about renovating the property. They began with the inside of the hotel and eventually worked out to the outdoors and ended with a new sign above the wrought iron doors in the archway into the courtyard.


Kane Rezick should be used as a fourth level NPC. If used as a PC, he can be created as a fourth level Psychic Gunslinger. Lana is a third level NPC or a third level Spirit rider if used as a player character. Lana has attuned herself to the local land. The length of time she was not associated with the land slowed her level progression. The Rezicks are not meant to be used as all-powerful NPCs. However, if the player characters are far and away better than the Rezicks, Game Masters may wish to raise their levels.


Kane is a tall man with lean features. He has medium-length, dark, messy hair. He has a constant five o’clock shadow. He wears silver, wireframe glasses. His current clothing colors are whites and light browns.


Lana is also tall, but with more angular features. She keeps her fiery red hair cut short. She typically wears monochrome, business casual clothing. 

Guest Services

There are many reasons for the player characters to visit the Archer Hotel. In fact, all of the usual reasons work. 

On the Hunt

In this story, the characters are after someone or something holed up at the Archer Hotel. If it is someone, that person heard that the Archer Hotel was a great place to hide out and wait for a storm to blow over. Unfortunately, either the player characters heard the same thing or the person hiding out made a mistake that the players caught (like paying for the room with a credit card in their name). Finding the hotel is the easy part. There are advertisements on all of the usual social media platforms, in addition to targeted marketing in travel magazines. The hard part will be extracting whomever or whatever the player characters are after. 


The Rezicks consider their property to be their place to control. To that end, if the player characters come onto the property and rough-up a guest, they will consider the characters to be villains. The guest’s alignment does not factor into how the Rezicks react to the player characters. The Rezicks also have zero interest in being known for selling out their guests. So, unless the player characters can make a good case as to why they should be allowed to leave with a guest or the guest’s property, they will have a fight on their hands. 


The Rezicks will not protect everyone. Obviously bad people or supernatural species will be turned out. These include killers, rapists, Nazis, child abusers, etc. If the person in question is considered bad by way of opinion or they have not committed a crime the Rezicks feel is worth their reputation as a safe haven, they will stand by protecting their property and everyone on it. However, if the guest has paid through tomorrow and tries to purchase a longer stay, the Rezicks may just decline the request.  


The Rezicks are not meant to be arch-nemesis level opponents. If the players decide to fight them, they will be a speed bump to slow down the player characters. This may serve to soften up the characters before fighting the big bad hiding on the property. 

The Hunted

In this story, it is the player characters who are using the Archer Hotel as a place to hide out. So they reveal themselves or who they are hiding from to the hotel’s owners? In addition to the Rezicks, they will have the opportunity to interact with other guests at the hotel. GMs are encouraged to create guests that can expand the characters’ backgrounds or challenge their presumptions. Additional guests do not need to be supernaturally orientated. In fact, depending on the Night World or the player characters’ species, they may need to hide their supernatural abilities from the other guests. 


After interacting with the other guests, they will need to deal with whomever comes looking for the player characters. Are they minions who show up and cause problems? Are they player character level NPCs who know what they are walking into and will be smart about their tactics? Maybe those cute senior citizens are actually spies for the demon lord searching for the magic knife the Sage carries. And if the demon lord does show up, can the players convince the Rezicks that they really are the good guys?

Meetings

Due to the remoteness of the hotel and the owners’ disposition about causing problems on their property, the Archer Hotel is a good place to hold meetings. Player characters looking to buy information can meet with turncoats and certified informants here. Sketchy magic item dealers might choose the Archer Hotel as neutral ground for closing deals. They know the Rezicks aren’t going to put up with guests fighting, so they book a room for a few nights out of paranoia.


The location also works for hand-offs and dead drops. Need to pick up a battered spouse and whisk them away to safety? The 1-0-1 provides an open highway with very little police presence to enforce speed limits or safety. Naturally, this also means the Game Master can arrange for a car chase or fight scene inspired by their favorite post-apocalyptic movie series. 


Because the property is old, there are many nooks and crannies that have developed over the years. The door frame inside room 212 has a habit of coming loose across the top. Need to leave a message for someone? Place it here. Have something small you need to hand off? Put it in a magnetic key box and leave it attached to the iron railing along the balcony of room 315. 

Helping the Owners

Because the Rezicks are not meant to be all-powerful NPCs, they might need help with something outside of their abilities. If the player characters are well equipped to handle hauntings, perhaps an old ghost has taken up residence on the property. Maybe there is a secret door that leads to a cave system below the property where a loogaroo has been trapped for nearly a century! The Rezicks may put the word out that they need help protecting a guest from a vampire coven. 


One day, the werewolves or the vampires from Vermont are going to catch up with the Rezicks. When they do, Kane and Lana will need help defending themselves.

Sanctuary

Game Masters can use the Archer Hotel as a location for the Sanctuary from the Night Shift: VotSW corebook. The remoteness of the hotel provides a perfect place for healing and recovery. Game Masters using the hotel in this manner will want to add staff to the hotel. Security guards, psychologists, family medicine doctors, cleaning crew, and front desk staff would likely be needed. Some roles may be shared by the same person or they may be on call.


The player characters could work for Sanctuary as couriers. They could travel to whomever needs help and bring them back to Sanctuary, fighting off whatever evil haunts the survivor. The characters can also serve as the team who delivers the victim to their new home after healing at the hotel. When not picking up and delivering survivors, they can serve as security for the property or take on their own caseload.




Legal
This work of fiction is copyright Derek Stoelting 2021

Night Shift: Veterans of the Supernatural Wars is copyright Jason Vey and Elf Lair, LLC 2020 and is used without express permission.

Sanctuary is copyright Timothy S. Brannan 2020 and is used without express permission.

No challenge to the copyright owners' rights is meant or implied.

Wednesday, September 9, 2015

#RPGaDay2015 days 21-31

#RPGaDay2015 days 21-31

Real life conspired against me being able to finish this properly. However, I wanted to see it through, so here are the rest of the days and my choices. 



Day 21 – Favorite RPG Setting:  I really dislike published settings. They all too often disappoint me. I like Conspiracy X, as it blends my flavors of alien invasion into a cohesive whole. I like the old World of Darkness and know how to run it without it becoming monster super heroes (but that is also fun). Night’s Black Agents doesn’t count, nor does AFMBE. Those games don’t have a metaplot.

Day 22 – Perfect Gaming Environment:  My house, when the dogs behave. There are currently no children here to cause distraction.

Day 23 – Perfect Game for You:  Something sandboxy with rules my players like. AFMBE fits this, as does BRP for the most part. I prefer to use my own settings, when possible. For a short term game, Night’s Black Agents is badass. It works as written, but also for Impossible Mission Force games.

Day 24 – Favorite House Rule:  Changing how Fast Reaction Time works in Unisystem. In my house games, it no longer lets a player go first. Instead, it adds 5 to their initiative roll.

Day 25 – Favorite Revolutionary Game Mechanic:  Random Charts or Soak. Probably Soak, even if it is outdated and I don't play in games that use it.

Day 26 – Favorite inspiration for your game:  Kult, but my muse is my wife.

Day 27 – Favorite idea for merging two games into one:  Slayer’s Gauntlet.

Day 28 – Favorite game you no longer play:  Star Wars WEG. I loved the Force out of that game. It had a good run and I don’t know that I could ever re-light that fire to do it justice.

Day 29 – Favorite RPG website / blog:  Outside of my own? Probably Age of Ravens, my Google + “Gamers” feed, or the AFMBE FB group.

Day 30 – Favorite RPG playing celebrity:  My wife. She’s one of the most popular gamers in our area.


Day 31 – Favorite non-RPG thing to come out of RPGing:  The many friends I’ve made over the years and the opportunity it gives me to channel my creative abilities outside of music.

Sunday, August 16, 2015

#RPGaDay2015 Days 10-19 catching up and working ahead

The day job is busy and we have much going on with the family, right now. So, I hope you will pardon me as I catch up and work ahead in one post. 

Day 10:  Favorite Publisher
Currently, this is most likely Pelgrane Press. I like the look and feel of their books. They do column layout and design better than most of their competition. I like many of their game lines and can use nearly anything rpg related as source material. They are also more than happy to talk to their fans and are quick to sign books for their fans at conventions. Simon and Cat are good people.

Day 11:  Favorite RPG Writer
This is a hard one for me. If I buy a book, because a specific person wrote the book, it’s because they are a friend of mine. Shane Hensley, Jason L Blair, Jason Vey, Tim Brannon, and Dave Chapman come to mind very quickly. I like their products, but I am also friends with them outside of the rpg space.

If I buy a book, because I like the game line, it’s very rare that a book I purchase is by one single person. Ken Hite and Gareth Hanrahan are a great team up.

Maybe this is a take-away for me:  look into rpg authors and discover them.

Day 12:  Favorite RPG Illustration
Favorite? Not likely. Art, in this form, serves as inspiration. To narrow it down to one image is impossible.

I will side step and give you my favorite artist:  Timothy Bradstreet. I first viewed his work in Vampire:  The Masquerade. His images became icons for the game line. His work in Armageddon is awesome. However, his Punisher MAX image covers are just as iconic as his VtM work. I think the only genre I have yet to use his artwork as inspiration for, is fantasy. I should rectify that someday.

Day 13:  Favorite RPG Podcast
I have fallen out of listening to podcasts. I grew disillusioned with what they were offering. Some gave too much non-rpg content, others added personalities or changed the line, another began covering topics I just don’t care about, and the worst wander down completely unrelated, unnecessary rabbit holes. However, if you are looking for recommendations, you could do worse than start with Podcast at Ground Zero, PLay On Target, or Ken and Robin Talk About Stuff. The latter two have been nominated for awards in the rpg industry.

Day 14:  Favorite RPG Accessory
The Internet.

Nowhere else can I potentially play with friends across the globe, work directly with contributors, bounce ideas off friends to make sure I’m not going down a rabbit hole myself, or address concerns of fans. I can research my next game session, find images that outline the layout and history of a castle to include in my game, run name generators, and find new players for my games.

Dice rollers included, no dice tower needed. Cool battle maps can be found or built. Free scenarios for that new rpg you just purchased are there for downloading and using.

For me, it’s just as much an accessory as the next “tool.”

Day 15:  Longest Campaign Played
This is likely Lowell Francis’ Freakish Band of Adventurers or a Vampire:  The Masquerade game that I ran. Both went 3+ years, playing every other week.

Lowell’s was a game of continent travel, righting rights, releasing gods back into the world, and a game where one (?) character was a full blooded human (mine). There was a rakasta, elves, half-demon, aperkitus, and a wizard who was not all there, even if he did look human – in addition to my character.

The vampire game spanned years in game time. There were three players and an occasional fourth (who didn’t fit in the mix) who fought Nephandi, Sabbat, Inconnu, Angels, Highlanders, and everything else that the Internet could source in the mid- to late 1990s. The game ended with the end of the world and the characters joining different sides to support.

Day 16:  Longest Session Played
It has been decades since I played one that would qualify. There were long nights playing Vampire:  The Masquerade from dusk until dawn and overnights of D&D. None stand out for me this many years later.

Day 17:  Favorite Fantasy RPG
Of a company I work for? Either Dungeons & Zombies or Spellcraft & Swordplay. They have the same author, but it depends on whether I want a ton of zombie options or just zombies.

Of a company I don’t work for? 13th Age. I don’t run it as is. I drop out the relationships ideas. I find them tedious and intrusive to my game style. What I do like is the mechanics. They use the same skill types as Spellcraft & Sorcery. The combat feels very gamey to me and completely in style of as characters build experience, their abilities increase with more than just feats or another cool thing. Damage increases, options increase, and if you’re looking for a game where you can min-max your heart out, you can likely do it with this one.

Day 18:  Favorite Scifi RPG
Sorry, Dave, it’s not Conspiracy X. Although, Con X is my favorite modern game with a sci-fi bent to it.

My favorite sci-fi game is WEG Star Wars. Of sci-fi game, I ran this one the longest. If you look around the Internet hard enough, you can find a .pdf of material either from the game, or rehashed, to make a new product.

Eclipse Phase is a close 2nd. I think I need to run a campaign or two to see how the fun level compares. 

Traveller, Fading Suns, and Dark Heresy are also worth checking out.

Day 19:  Favorite Supers RPG
The World of Darkness. No, seriously. It is or at least, that’s how most folks I know play it. Which is fine if you are looking to run a game where the setting is more supernatural than superhero.

I think the best rules out there are for Mutants & Masterminds. I haven’t played many supers rpgs:  old DC Comics, old Marvel, Hero, and M&M. M&M is the best for my money. The math works out the best for me and in a game wherein you can potentially play the upper limit of power, you need that. Maybe, one day Beyond Human will fill this roll. For now, it remains vaporware. Don’t worry, I’ll keep bugging George to publish it. J

The superhero game I want is Gotham Central:  players as human cops taking on super villains. Maybe one day I’ll do it and do it right. Mutant City Blues may be the way to go with this one. The game includes a chart of how different powers are related. That builds in another clue structure to the game. It also uses GUMSHOE which is clue driven.

Day 20:  Favorite Horror RPG

I’ll stop right there. This one is going to be special.

Saturday, July 18, 2015

Random Charts for AFMBE and other Zombie RPGs

Here are thirteen charts for use with All Tomorrow's Zombies. The charts will also work for Rotworld and World of Darkness Infinite Macabre games that feature science fiction elements.



The charts range from random space ships to random rooms and stuff in those ships to random weapons and rounds of ammunition. Good luck versus the zombies, you're going to need it!

Roll 2D10 Ship Type Size
2 Glider Landing Craft 0
3 One-Man Shuttlecraft / Launch 0
4 Basic Troop Transport 1
5 Snub Fighter 1
6 Ship's Boat 1
7 Small Transport Shuttle 1
8 Medium Transport Shuttle 2
9 Average Cargo Ship 3
10 Scout Ship 4
11 Large Freighter 5
12 Attack Ship 5
13 Large Cruiser 7
14 Battle Ship 7
15 Battle Cruiser 8
16 Destroyer 8
17 Moving Starbase 9
18 Carrier 9
19 Town-sized mother ship 10
20 Roll on Special Ship Types table -
Roll 1D10 Special Ship Types Size Range
1 Deep Space Ark 8-10
2 Prison Hulk 5-10
3 Tanker 3-9
4 Orbital Station 2-4
5 Satellite Station 2-4
6 Luxery Liner 5-9
7 Nobleman's Yacht 2-5
8 Safari Ship 2-5
9 Fighter Base 7-10
10 Research Lab 2-4
Roll 3D10 Room Type Table
3 Airlock
4-5 Escape Pod
6 Storage Room
7 Med Lab
8 Science Lab
9 Main Bridge / Control Room
10 Communications 
11 Engine Room
12 Mechanical 
13 Electrical
14 Lounge
15-16 Crew Cabins
17 Hypersleep Chambers
18-19 Stateroom/s
20 Passenger Cabin/s
21 Armory
22 Holding Cells
23 Security Office
24 Library
25 Kitchen
26 Cargo Bay
27 Hanger Bay
28 Fuel Bay
29 Weapons Bay
30 Breeding Chamber
Roll 3D10 What's in the room? Quantity
3-10 Nothing of interest -
11-12 Zombies 1D4 (2)
13-14 More Zombies 1D10 (5)
15 Even More Zombies 1D10 x 3 (15)
16 Norms, unarmed 1D4 (2)
17 More Norms, unarmed 1D10 (5)
18 Ranged Weapon See Ranged Weapon table
19 Close Combat Weapon See Close Combat Weapon table
20 Explosive Weapon See Explosive Weapon table
21 Body Armor See Body Armor table
22-24 Gear See Gear table
25-26 Ammunition for Ranged Weapon See Ammunition table
27-28 Dead People 1D10 (5)
29 Nothing - blown airlock! -
30 Dead Zombies 1D4 (2)



Roll 2D10
Ranged Weapons Table
Quantity of Rounds
in the Weapon
2-3
Pistol
1D10 (5)
4
Heavy Revolver
1D6 (3)
5
Submachine Gun
4D10 (20)
6
Assault Rifle
3D10 (15)
7-8
Shotgun
1D8 (4)
9
Flechette Gun
1D10 + 5 (10)
10-11
Blaster
5D10 (25)
12
Heavy Blaster
7D10 (35)
13
Disruption Field Gun
1D100 (50)
14
EMF Gun
1D100 (50)
15
Pulse Rifle
4D10 (20)
16
Stun Gun
5D10 (25)
17
Sonic Blaster
5D10 (25)
18
Plasma Claw [d6 x 8 (24) fire /
plasma damage]
1 per 2 rounds
19
Rail Gun [D8 x 6 (24), ignores armor]
1D10 (5)
20
Psi-Enhancer (+1 Strength
for all pyschic abilities)
1D6 (3) doses
Roll 1D8
Close Combat Weapons Table
Quantity
1
Energy Sword
1
2
Monofilament Flail
1
3
Vibroaxe
1D4 (2)
4
Vibroknife
1D4 (2)
5
Vibrosword
1D4 (2)
6
Make-shift Club
1D4 (2)
7
Make-shift Machete
1D4 (2)
8
Make-shift Knife
1D4 (2)
Roll 1D4
Explosive Weapons Table
Quantity of Devices
1
Flechette Grenade
1D8 (4)
2
Anitmatter Grenade
1D6 (3)
3
Thermal Detonator
1D6 (3)
4
EMP
1D8 (4)
Roll 1D10
Body Armor Table
Quantity
1-2
Inertia Field
1D4 (2)
3-4
Nanoweave Armor
1D6 (3)
5-6
Personal Forcefield
1D4 (2)
7-8
Reflective Body Suit
1D6 (3)
9-10
Kevlar Vest
1D6 (3)
Roll 1D10
Special Rounds Table
Quantity
1
Explosive Bullet
2D10 (10) rounds
2
Flechette Bullet
2D10 (10) rounds
3
Flower Power
1D10 (5) rounds
4
Energy
1D6 (3) magazines
5
Pistol Rounds
1D6 (3) magazines
6
Rifle Rounds
1D6 (3) magazines
7
Shotgun Shells
1D8 (4) shells
8
Armor Piercing (halve Armor,
but damage is not modified)
1D6 (3) magazines
9
Hollow-Point Bullets (double
armor, but damage is tripled)
1D6 (3) magazines
10
Tracer Bullets (+1 to aiming
rolls after the first shot)
1d10 (5) rounds



Roll 1D4
Equipment Chart
1
Clothing
2
Security
3-4
Tools
Roll 1D10
Clothing
1-2
Body Suit
3-4
Spacesuit
5
Biohazard Spacesuit
6
Radiation Suit
7
Gas Mask
8
Goggles, Infrared
9
Goggles, Night-Vision
10
Power Loader Exoskeleton
Roll 1D8
Security
1
Pepper Spray
2
Ranged Weapon
3
Close Combat Weapon
4
Security Key
5
Crown of Thorns
6
Electronic Lockpick
7
Fire Extinguisher
8
Nanogoo
Roll 2D10
Tools
2
Scanner
3
Teleport Anchor
4
Ship Repair Tools
5
Flashlight
6
Geiger Counter
7
Electrician's Equipment
8
Mechanic's Tools
9
Radar, Portable
10
Motion Sensor
11
GPS / Ship's Map
12
Communication Equipment
13
Geiger Counter
14
Nanogel
15
Cutting Torch
16
Multitool
17
Medpack
18
0G Stick
19
Food Processor
20
Water Dispenser


edited 7/22/2015 to update charts