Showing posts with label veterans of the supernatural wars. Show all posts
Showing posts with label veterans of the supernatural wars. 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

Wednesday, February 23, 2022

The Apartment

You become worried you have not heard from a good friend for more than a week. You go to the apartment building where the friend lives. It’s not in a great part of town, but it’s not the projects, either. Weird smells and odd things left in the hallways, or worse, the staircases is not uncommon.

You knock on the door. Call out to their friend. The door is locked. You bang on other doors. You yell throughout the hallway. No one answers. So, you leave.


You come back with a crowbar. You pry and bash at the door. No one objects. Eventually, the door cracks open, but a security bar blocks the door from opening. More banging. More prying. Still, no objections. Enough of the door finally gives up the ghost and you crawl under the security bar to get into the apartment. 


Your friend is dead. The body is green and bloated. Foamy blood leaks from orifices. 


You back away from the body. You call the police. They are sending someone. You collapse. 


You wake up to an ambulance technician looking down at you. Their eyes are dead. Slowly, you sit up with their help. You were lying on your friend’s floor. You snap your head around, looking for your friend.


They are not in the apartment. The police are here. So is another ambulance technician. This one’s cute. Neighbors you recognize are trying to peek through the doorway.  


Everything of personal value to your friend is gone. Only furniture and spoiled food remain, according to the police. They ask you why you broke into the apartment and don’t believe you when you tell them. 


As the dead eyed ambulance technician is checking your vitals, the property manager and head of maintenance arrive. They give you a weird look and walk through the apartment. They talk to the police in the kitchen. They leave, ignoring you on the way out. 


The cute ambulance technician helps you stand. You feel a little light headed, but are stable on your feet. 


The police tell you that you are free to go. The property manager will not be pressing charges for breaking down the door. Apparently, there is an extra door in the basement and they were planning to remodel this particular apartment next week. You don’t see the security bar anywhere. 


You leave. 


You come back the next day. The door is replaced with another door that looks exactly the same. There are no noises in the building. You yell. No one answers. You bang on doors. None of them open.


It is a good thing you brought your crowbar with you.


Text copyright Derek A. Stoelting 2022

Thursday, December 30, 2021

Locations: The 'Burbs

 The Burbs


The following are cities and towns are designed as backgrounds to your ongoing campaign. 


Location: Rivertown

Theme: Facing Evil

Population: 55,000

People

  1. Sheriff Lucas Coal: power hungry, Infernal of some sort, sees himself as an Old West sheriff who is the town and the town is him; signed a contract with Evil that gives him control of the town as long as he fullfils his part of the bargain and Evil tests him at every turn. He sees himself as saving the town from certain doom

  2. Samira Amani: young, Persian, develops an accent when angered or overly excited, opposes Sheriff Coal every chance she gets, active in the community

  3. Dr. Burgandy

Places

  1. Grand River shoreline, forestry, and park

  2. Downtown shopping area: antique stores, local artists, restaurants

  3. New development community in an old part of town

Things

  1. Something in the antique shop

  2. Something buried in the old Indian burial mound in the Grand River County Park

  3. Contents of Dr. Burgundy’s safe: Sheriff Coal’s contract, millions of dollars, or something more nefarious???

Conflicts

  1. Critters that live along the river and in the forestry of the area hunting visitors and occassionally locals, if they have no choice

  2. Sheriff Coal versus Samira

  3. Sheriff Coal versus the Evil with whom he signed the contract


Location: Lanark

Theme: Death and Rebirth 

Population: 35,000

People

  1. The Council: members include a relative of Miss Campbell, a Warlock who desires control of the Campbell farm, and others 

  2. Morganne Campbell: leader of the current witch coven in the town

  3. Malcolm Booth: Director of the Easter Village, cousin to the director of the local hospital (a sorry, one story affair)

Places

  1. Campbell family farm: said to be home to witches in years past, includes where the two rivers come together which is a place of power

  2. Highland Marsh Trail: raised boardwalk through an inland marsh, named for the nearby (uphill) Highland Cemetary, along the eastern river and somewhat north of the city

  3. Easter Village: retirement community of good quality, along the western river

Things

  1. Shambling Mound (Night Companion) in the Highland Marsh

  2. The number of deaths in town is equal to the number of births in the hospital, many employees at Easter Village are related to those in the Lanark Hospital

  3. New Moon Whirlpool: whirlpool forms where the rivers meet on the new moon

Conflicts

  1. Evil warlocks versus good witches

  2. Shambling Mound eating visitors to the march

  3. Booth is sending old people to die as sacrifices on the Campbell farm


Location: Fogwarren

Theme: Mystery

Population: 62,000

People

  1. Mystical Martial Artist

  2. Werecreature

  3. Monster hunter

Places

  1. Dojo

  2. Fogwarren Pizza Palace: featured on several food travel shows

  3. State Park

Things

  1. Blade of Jowangshin is on display at the dogo: it is a blade that will “flame on” if placed in a lit hearth

  2. Daedalan Cube (Night Companion)

  3. Satanic circle of stones in the state park

Conflicts

  1. Werecreature is guarding the Daedalan Cube (in the pizza palace?)

  2. Monster hunter is hunting creatures from the state park

  3. People randomly die if caught out in the fog

Location: Haven

Themes: Power & Corruption, Man vs. Society, Justice

Population: 120,000

People

  1. Head of a gang

  2. Street doc

  3. Corrupt police officer (psychic gunslinger?)

Places

  1. Warehouse

  2. Nightclub

  3. Casino

Things

  1. Film / Video proving something for the players

  2. Lucky casino chip

  3. Cursed weapon

Conflicts

  1. Gang on gang violence (or mobsters on mobsters)

  2. Corrupt police doing / allowing bad things to happen

  3. Politicians trying to push around innocent people




Location: Beaver City, a quaint upper midwest town

Themes: Survival, Power & Corruption, Hubris

Population: 46,000

People

  1. Scientist trying to get away from an evil corporation

  2. Spirit Rider 

  3. Retired actress

Places

  1. Native American reservation

  2. Large agricultural university

  3. Closed military base

Things

  1. Native American statue in the middle of town

  2. Locked gate under an old building, but near train tracks; no one knows where it goes and there is no way to find it from inside the old building

  3. Toxic waste in the local water

Conflicts

  1. Spririt Rider protecting the land from the evil corporation

  2. Evil corporation’s control of the town

  3. Animals encroaching into human living areas: bears, coyotes, buffalo, etc.



Copyright 2021 Derek Stoelting
Night Shift: Veterans of the Supernatural Wars copyright 2021 Elf Lair Games, LLC and Jason Vey

Tuesday, November 9, 2021

The Abyss Group: Enemy Faction

The Abyss Group: Enemy Faction

The Abyss Group is a collection of vigilantes who believe it is their right to kill the supernatural and anyone they deem “evil.” 

The group started as individuals hunting down specific supernatural creatures for revenge. However, they each continued to hunt and kill monsters after completing their initial goals. As they continued on their individual journeys, they eventually met each other and formed a collective. They still operate more like a group of individuals than a team, but they all realize the importance of working together when hunting a foe.

The Abyss Group are not good people. At best, one might consider them anti-heroes, since they fight supernatural creatures and have tragic backgrounds. They are driven by emotions related to anger, hate, and revenge. Their goal is to put a stop to the supernatural creatures in the world and they are willing to use innocents as bait to achieve that goal.     

The Abyss Group takes its time investigating potential targets. They know they are only human and the supernatural creatures they are hunting are far from it. They follow, they stake out, they do their research, and when it is time for a showdown, they do everything they can to exploit their opponents’ weaknesses. 

No tactic is too cruel, no technique is off limits for this group of vigilantes. They have burnt down buildings, exploded gas mains, and flooded cellars to achieve their goals. Their planned attacks use a high amount of lethality to ensure a successful mission. While they do their best to not harm innocents, anyone in the wrong place at the wrong time has a higher than average chance of dying. 

The group survives by taking everything they can use from their targets: money, weapons, food, and even shelter by living in their victims’ homes.

Members

Darren Overmeyer knew his fiance was cheating on him with his best friend, Andrew. One night when Darren was supposed to be at work, he drove by Andrew’s apartment to see if she was there. She was and Darren decided to wait outside the friend's apartment to confront her. 

As Sarah left the apartment, Andrew walked her to the car. A long kiss goodnight drove Darren over the edge. He exited his car, retrieved a replica sword from the trunk, and rushed up on the couple. Sarah heard him and screamed. Andrew turned around just as Darren swung his cheap replica sword. Andrew threw his arms up to protect himself from the sword. The force of the blow knocked Andrew to the ground. As Darren prepared to take another swing at Andrew, Sarah screamed for him to stop. Darren flicked his sword in Sarah’s direction in an attempt to force her back. Instead, the sword slipped from his hand and penetrated one of Sarah’s carotid arteries. 

Darren stood in shock as his fiance began to bleed out in front of him. Andrew yelled for Darren to help him try to save Sarah. Darren, however, was in shock. He realized what he had done. He knew she would not survive. Darren chose to save himself and ran. 

He drove home as quickly as he could manage. He packed everything he could not live without into two backpacks and left town. He eventually ditched the car in a very bad neighborhood of the City.  

The following night, Sarah visited Darren in his dreams. The night after, she began to haunt him. He read everything he could find on ghosts. He networked with ghost hunters. He eventually met Casey Nottingham, a theosophist and learned there may not be an answer for how to drive away the ghost. However, Ryan did introduce him to the rest of the supernatural world. A world that Darren would pillage in his attempt to discover the knowledge needed to rid himself of Sarah’s ghost. He has yet to banish her from the mortal realm. 

Darren is of the opinion that all supernatural creatures are evil and should be destroyed. Since forming the Abyss Group with the others, he has learned how to use firearms and fight with real swords. He should be used as a 10-15 level Survivor. His preferred weapons are heavy caliber pistols, shotguns, and real swords, but is proficient in all civilian firearms. 

Image: approximately 28 years old, stocky male, wire rimmed glasses with small, round lenses, blonde hair, moustache and goatee, blue eyes, 5’10” and 190 pounds, black pants, military boots, and black, long sleeve  shirts. At the time of the death of his fiance, he had long hair in a pony tail and no facial hair. 

Casey Nottingham is mentally not well. He was on several antidepressants before his wife and kid left him. This began a long slide to desperation and degeneration. He immediately switched his prescribed medications to illicit drugs and alcohol. He became violent when out drinking. He lost his driver’s license when he drove his truck into a pond while driving under the influence. He beat to death several drug dealers who were, according to him, “charging too much” for their product. 

It didn’t take long for him to lose his job. His drug use, bad behavior, and finally, fighting on the job helped promote him to customer. He would return to the chemical plant to exact revenge on his employers after closing. He beat and placed two of his superiors in vats of acid. While doing so, a splash of sulfuric acid hit him in the face. He now wears clothing and masks to cover the disfigured half of his face.

Soon after he received the scarring, he began to see dead people. He cranked up his drug use to try and shut them out. When that didn’t work, he changed drugs. When that didn’t work, he tried using drugs to gain a better understanding of his newfound necromantic ability. He eventually reached out to other necromancers and dark warlocks he found online and through bookstores. He learned more about his abilities, himself, and how to grow his power. 

Casey rose in power and fame quickly. He embraced his new life as a Theosophist, or as he prefers to be called, a necromancer. He killed several of the people he trained under in an effort to gain their power, control their souls, or because they owned something he wanted. Along the way, he met Peter Nixon and Darren Overmeyer. They helped him focus his learning on hunting evil creatures for power and artifacts, more so than evil people. When not using his powers to kill, his preferred weapons are a heavy pistol and a dagger with a wavy blade. He knows it is a stereotype and he leans into it.

Casey should be used as a 12-15 level Theosophist. 

Casey’s wife has since divorced him and the legal system has removed all parental rights from him. 

Image: approximately 32 years old, long, blue hair, no facial hair, many body piercings, 6’2” and 160 pounds, black or blue jeans, black high-top shoes, black metal band t-shirts, and aviator sunglasses. 

Peter Nixon’s parents died in a car accident when he was a baby. His paternal grandparents took him and tried to raise them as their own. Before the boy turned three, his grandparents died in an airplane crash. This brought the young man to his maternal grandmother. 

Mamaw Amthor’s husband had died years prior and she lived off his meager pension and governmental aid. While the state did provide her with additional benefits for taking the boy in, their life together was not one of luxury. The electricity was not always on and the water was not always hot. However, they got by and Peter knew no better until he started school. He quickly learned about money and social cliques, being poor and having very few friends.

When Peter started puberty, he also started developing psychic powers. Unbeknownst to Peter, Mamaw Amthor was a psychic, as was her daughter, Peter’s mother. Mamaw was not a strong psychic, but she knew enough to recognize the signs as Peter developed. By his senior year of high school, Peter was a functioning empath and had started down the path of an esper.

Peter moved to the City to attend a liberal arts college with high hopes of earning a teaching degree. He met other psychics at the college, including the woman he would later marry, Dawn Carlyle. His new friends and acquaintances introduced him to more of the supernatural world. He danced at clubs that catered to creatures of the night and made friends with Sages and Theosophists. 

Peter and Dawn volunteered at a soup kitchen near campus. It was there that he met Jacinto Garcia, a psychic gunslinger. Jacinto was living on the street, on the run from Sinaloa Cartel assassins. Peter’s easy going nature and Jacinto’s sarcastic side made the two fast friends. The two began spending time together outside of the soup kitchen, whether sharing information on their supernatural abilities, sharing a meal, or Peter and Dawn buying Jacinto new clothing. Eventually, Jacinto would move into their home. 

Jacinto’s past eventually caught up to him in the City. The assassins found him and the Nixons. They came at night, blasting their way through the home with semi-automatic rifles and grenades. The Nixons and Jacinto were caught unawares, but managed to survive the attack. All three were severely injured, but Dawn’s ability with Bio-Feedback made short work of the injuries.

Jacinto disappeared into the night. The police would have questions and he had zero interest in being deported to Mexico. The Nixons told the police that the hitmen broke into their house to try and kill Jacinto. They didn’t deny the fact that Jacinto shot and killed the assassins. Nor did they deny that they had met him via the soup kitchen and were trying to help him improve his life. They cooperated insofar as they could, without discussing the supernatural aspects of the case or the fact that they knew he was wanted by the Sinaloa Cartel. 

Six months later, Jacinto returned and asked Peter to help with a child trafficking ring that was kidnapping children who ate at the soup kitchen. Soon after, Peter and Dawn disappeared off the grid. 

The Nixons joined the rest of the Abyss Group after busting the child trafficking ring. In addition to their psychic abilities, both of the Nixons typically go armed with medium caliber pistols. After a run in with a pack of werewolves last year, Peter carries a semi-automatic shotgun in the trunk of his sedan. It is loaded with silver flechette rounds. Peter should be used as a 10-15 level Psychic and Dawn as a 8-12 level Psychic.

Dawn does not participate in their activities, but does provide healing when needed. Dawn spends most of her days picking up after the guys, cooking meals, and looking for new places to live. This isn’t the life she wants, but law enforcement officials want her just as much as they want the men. She simply sees no way out of her current life. If there is a weak link in the Abyss Group, it is her.

Image:  Peter is a stocky male with short cropped brown hair, thick glasses or contacts, green eyes, blue jeans, t-shirts, work boots with steel toes, and a beard-moustache combo that would make Dusty Hill proud. He is 5’10” and 210 pounds. Dawn goes about in simple clothes like blue jeans, t-shirts, and tennis shoes. She has short-cropped, black hair, blue eyes, and tattoos. She doesn’t care for Peter’s beard. She stands 5’3” and weighs in at 120 pounds.

Jacinto Francisco Vargas Garcia is an illegal immigrant from Ciudad Juarez. He developed his Psychic Gunslinger abilities in his late teens. At 19, he stood up to the cartel’s local henchmen, refusing to pay them insurance money for his aunt and uncle’s safety. Naturally, this didn’t sit well and Jacinto needed to learn a lesson. The cartel leader sent a posse over to rough him up. Jacinto shot and killed each member of that posse. 

The cartel leader and fifty men came looking for Jacinto. Killing the posse was an affront that could not go unpunished. Jacinto had gone into hiding and when they couldn’t find him, they visited his aunt and uncle. The couple had no idea where their nephew had gone or how he managed to kill the well-armed posse with just a single action revolver. After torturing them for several hours, the leader had them hanged and left as an example.  

Jacinto came out of hiding for revenge. He snuck into the cartel’s local complex and murdered every single person he found on the premises. The next day, he used their fake USA passports to cross the border into the United States. He took one of their cars, brought along their money, and enough bullets to last for some time. Recognizing the vehicle and his fake passport, the corrupt border guards let him into the country without so much as a glance.

Jacinto wandered north, trying to put distance between himself and the hunters he knew would be coming. By the time Jacinto reached the City, he had spent all of the money, shot most of his bullets, and was driving his fourth car since arriving in the country. He eventually found a shelter and soup kitchen. The same one where he would meet John and Dawn Nixon. The same one that brought Jonathan James into his life. 

Jacinto has made it his purpose to pick fights with bad people. Since arriving in the City, he has killed every member of the L Street Bloods, put several prostitution rings out of business, and dusted a master vampire. His bravado will eventually catch up to him. Jacinto should be used as a 10-15 level Pscychic Gunslinger.

Image: approximately 26 years old, 6’1” and 200 pounds, long, black hair pulled back in a pony-tail, black dress pants, white, wrinkled dress shirt, dress shoes, and black trench coat. 

Jonathan James’ wife was killed by a religious fanatic possessed by a djinn. The fanatic targeted a shopping mall in the suburbs where Jonathan’s wife happened to be with friends. More than 30 people, including Jonathan’s wife, were killed in the mass killing. The fanatic was stopped by an off-duty police officer who shot and killed him. 

Jonathan believes he can see the djinn leaving the body of the fanatic in close captioned tv and recorded video from cell phones. Casey Nottingham has stated he sees the soul of the fanatic leave. No one else will confirm they can see the djinn leave the body. 

Jonathan was serving as the leader of a local coven of witches and warlocks when his wife was murdered. Following her death, he took a step back from the leadership role to try and heal from his loss. Her loss proved to be too great and Jonathan turned from a path of light and helpfulness to a path of darkness and selfishness.   

Jonathan has since dedicated his life to exposing the evil side of religious fanaticism. He has ousted money launderers, exposed rapists and drug dealers, and used his spellcasting abilities to destroy those who traffick children. His work requires knowledge not only surrounding the evils of man, but also those creatures who would help man do his worst to others. His favorite targets to hunt are people within religious organizations who hurt children and the demons who benefit from the suffering.

Jonathan met Jacinto Garcia, a Psychic Gunslinger, while investigating the goings on at a soup kitchen. Jacinto was a regular at the kitchen. Teaming up with Jacinto, they were able to identify the local leaders of a child trafficking organization. The organization was kidnapping children who frequented the soup kitchen and trading them to evil creatures for power, money, and supernatural artifacts. The organization was not only active in the City, but also several other metropolitan areas across the country. They had ties to politicians, megachurches, crime syndicates, and social organizations like QANON. Clues found in cell phones and laptop computers suggest they have ties to other countries.

Realizing they would need more firepower, Jacinto brought in Peter and Dawn Nixon to assist them. Jonathan contacted Casey Nottingham for assistance, who then brought Darren Overmeyer. Their combined effort destroyed the trafficking organization, destroyed the careers of several religious leaders, and exposed child exploitation groups. They fought their way through class I and II demons, banishing several class III demons before they were done.  

Prior to this case, Jonathan had stayed out of the sight of law enforcement. He turned over the cell phones and laptops of criminals. He sent in anonymous tips. He worked through social services. He banished demons. This case revealed the true depth to which other men will go for power. He bore witness to acts unimaginable and crimes so heinous, no jail sentence would be enough punishment. He broke during this case. No actions were off the table. He baited criminals, murdered rapists, blatantly stole from the rich, and mentally justified it all. 

His fingerprints were found by the police and there is now an active warrant for his arrest. The others were already sought by the law for their crimes. When he isn’t using magic to stop his enemies, Jonathan has found he likes using a medium submachine gun with silencer (use stats for medium caliber pistol) to encourage people and creatures to change their ways. He isn’t too good with the gun and tends to use too many bullets to accomplish his goals. 

Image: approximately 30 years old, average build, 5’10” and 180 pounds, black eyes, brown hair, beard, and moustache, and wears boring clothes that help him blend in with society




Legal
The Abyss Group: Enemy Faction is copyright 2021 Derek Stoelting

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

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