Night Shift Veterans of The Supernatural Wars Quick Start Kit
Night Shift Veterans of The Supernatural Wars Quick Start Kit
Night Shift Veterans of The Supernatural Wars Quick Start Kit
The plague of the Tainted Blood awaits...can YOU solve the mystery?
Tainted Blood
By Derek Stoelting
DESIGNATION OF OPEN GAME CONTENT: The following is designated Open Game Content
pursuant to the OGL v1.0a: all stat block information of characters, monsters, and traps that appears
in the parenthetical following the character, monster, or trap, including the names of items and spells;
and the general names of monsters, but not any unique named NPC, character, or monster, appearing
in any table or preceding any stat block. Also, the following open game content related words, phrases,
and abbreviations wherever they appear: Strength (Str), Dexterity (Dex), Constitution (Con),
Intelligence (Int), Wisdom (Wis), Charisma (Cha), Class, Hit Dice (HD), Hit Points (HP), Alignment,
Lawful Good (LG), Lawful Neutral (LN), Lawful Evil (LE), Neutral (N), Neutral Good (NG), Neutral
Evil (NE), Chaotic Good (CG), Chaotic Neutral (CN), Chaotic Evil (CE), Level, “to hit”, Damage,
Experience Point, Saving Throw, Player Character (PC), Non-player Character (NPC), Turn Undead,
Spell, Arcane, Divine, Magic, Spell Resistance, Item, Equipment, Armor, Weapon, Potion, Rod, Staff,
Wand, Scroll, Ring, Wondrous Item, Artifact, Cursed,d4, d6, d8, d10, d12, d20, d%, round, and turn.
Finally, any text that is open content by virtue of appearing in another work using the Open Game
License and declared as such in that work, remains open content.
DESIGNATION OF PRODUCT IDENTITY: Product identity is not Open Game Content. The
following is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A) product and
product line names, including Night Shift: Veterans of the Supernatural Wars, Night Shift, Spellcraft
& Swordplay, Chutzpah! A Certain Je ne Sais Quoi; (B) logos, identifying marks, and trade dress; (C)
all artwork, logos, symbols, graphic designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual representations; (D) logos and trademarks, including
O.R.C.S., O.G.R.E.S., Optimized Roleplaying Core System, Oldschool Generic Roleplaying Engine
System, Night Shift: Veterans of the Supernatural Wars, Night Shift, Night Worlds, Night Spots,
Spellcraft & Swordplay, Chutzpah! A Certain Je ne Sais Quoi, Cd8 System, identifying marks and
trade dress, or any other trademark or registered trademark clearly identified as product identity by
the owner of the product identity, and which specifically excludes the open game content; (E) the story,
storylines, plots, thematic elements, dialogue, incidents, language, depictions, likenesses, concepts,
world and campaign descriptions, proper names of the characters, creatures, groups, spells,
enchantments, personalities, teams, personas, likenesses, skills, items, deities, and special abilities
other than those designated as open game content above, as well as places, locations, settings, and
environments and their descriptions and other accompanying text, though not their stat blocks.
11 Spell fails, is lost and cannot be cast Using Character Class Abilities
until the next day.
Each character has special abilities explained on
Caster is stunned and cannot act for their character sheet. Using these abilities is
12 1-4 turns. Spell remains available to simple: players roll percentile dice and try to get
use. under their score to succeed. Percentile dice means
rolling 2d10, or two, ten-sided dice. One should be
Caster is stunned and cannot act for designated as a "tens" die, and the other as a "ones"
13 1-4 turns. Spell is lost and cannot be die. Read the dice in order, tens first, then ones. So,
cast until the next day. if the tens die comes up a 1 and the ones die comes
up a 6, you have 16. If both dice come up as 0, that's
100 and not 0.
Caster is knocked unconscious; treat
14-15 as if affected by the sleep spell. Spell A result of "00" on the dice always fails, and a
remains available to use. result of "01" on the dice always succeeds. It may
succeed or fail spectacularly, if the GM desires.
11
13
15
Kenny, Vampire
AC: 4
Move: 40ft.
Hit Dice: 6d8
Special: 3 attacks (claw, bite, weapon), vam-
pire abilities
Abilities
Immune to Normal Damage: Vampires
suffer no damage from non-supernatural
attacks. In a Cinematic game, they may suffer
half-damage from non-supernatural attacks,
but may not be killed by non-supernatural
attacks.
Regenerate: Vampires regenerate 3 hit
points of damage per round, unless they have
taken damage from fire, holy water, or sunlight.
Repulsed by Holy Items and Garlic:
Presenting holy items or garlic requires the
vampire to attempt a Charisma saving throw
or remain at least 10 feet from the object
presented. The creature may attempt a new
saving throw once every four rounds; if it
succeeds it manages to overcome its fear and
knock the object away.
Spawn: Those killed by vampires may rise
as new vampires, if their sire wishes it. Any
killed by vampires rise as Vampire Spawn
within 24 hours (the following midnight) if the
vampire who killed them wishes it. Vampire
spawn are under the control of the vampire
who created them.
16
18
20
The first step in running combat is to Saving Throws: Saving throws, when
determine initiative. Each player rolls 1d10 for necessary, work the same as attacks, but instead of
their character, and the GM rolls 1d10 for the adding the attack bonus, characters add their
bikers and 1d10 for the hell hounds, each of check bonus and ability bonus to their 1d20 roll,
which goes in a group. The highest result on attempting to get a 20. They also add a bonus or
the d10 goes first, and combat proceeds in penalty based on the difference between their level
descending order. and their opponent's hit dice.
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Character Backgrounds
What follows are brief background notes for playing each character. You can cut them apart and pass
them out to the players so they know who their characters are, as well as what they can do.
The Chosen One is a member of an organization that dates to prehistory, and is absolutely
dedicated to battling demons, vampires, and all the forces of darkness. She is a teenaged girl and
would often much rather be dating or even doing homework than hunting demons, but here she is,
nevertheless, committed through no choice of her own to the death. After all, if she's not hunting
them….they're hunting her.
The Sage's job is to provide knowledge, information, history, and guidance to the Chosen One. He is
like a father figure to her, a relationship that neither of them ever expected to develop after a
strained beginning. Still, as much as she might try his patience at times, he loves her as a daughter
and she loves him as a father, and either would die to save the other.
The Fey grew up as a normal human until she one day accidentally killed her boyfriend while
making out in a car. She panicked and ran away from home, and has been living on the run ever
since. She quickly found herself the target of other supernaturals, who considered her a "rogue," and
became a veteran at hunting them before they could hunt her. Eventually, she made the
acquaintance of a young human thief and con artist, and together they have decided to make the
world the way they want it to be, while protecting humanity against the creatures of the night.
The Survivor is the best friend of the Fey, a thief and con artist who has seen one too many dark
things to continue to turn her back. While she'd prefer to run from a battle, her basic morals won't
let her do it. She grew up in a strict eastern European immigrant household, but was always
something of a black sheep, and ran away from home as a teenager after she stumbled upon a
mystical ritual she didn't understand, performed by her grandmother.
The Veteran Brothers follow a family business of demon hunting, when their father was killed by
a hellspawned creature that vanish, the two hit the road in a beat-up old jalopy. These days they
hunt the minions of hell wherever they go, moving from town to town, half hunting the creature that
killed their father, and half terrified of the day it finds them.
The Witches discovered upon the death of their mother that they had a legacy and an arcane bond
to defend the world against demons and the forces of darkness. When demons attacked them in their
home, they escaped and in horror, barely managed to overcome the creatures. In that moment, they
realized their destiny and have been seeking out and battling the spawn of hell ever since, wielding
what they call the Power of Two as best they can in defense of humanity.
23
18 +3
18 +3 Stunning blow (on hit; 2d6 75
15 +1 Killing blow 25
9 +0 Supernatural attacks
12 +0 Hard to surprise (1 in 6)
15 +1 Improved defense (-2)
5 Open Locks 15
Find traps 10
5 21 Move Silently 20
Hide 10
+3/+2/+0 Climb 55
+5 Heightened Senses 35%
+5 +3 to all damage
+1 to all saves, +4 vs. supernatural Unarmed Combat (1 attack) 1d6+3
attacks, magic, and spells. Regenerate 1/hour
Stunning blow 75% (on hit; 2d6 rounds—opponent unable to act for first round, then
-4/-20% for the remainder of stun)
killing blow 25% (Natural 20 or beat score to hit by 8 or better, instant kill; can still
stun if doesn't kill)
GEAR: Sword, axe, crossbow, wooden stake (Mr. Stabbykins), smartphone,
tablet, stylish clothes 24
12 +0
13 +1 Mesmerize 40%
14 +1 Lore 48%
18 +3 Speaks 18 lanuages
17 +2 Spellcasting 65%
10 +0 Suggestion
10
8 18
+3/+2/+0
+2
+2
+3 against spells and magical
effects
Bless 1
Cure light wounds 1
Protection from evil 2
Mesmerize (anyone who can hear—including allies—can do nothing but sit and
listen as long as the sage keeps talking and doing nothing else - 4/day; reduce
chance of success by 10% + 5% per HD above 4)
Suggestion (as spell but only while mesmerizing creature)
GEAR: Sword, crossbow, wooden stakes, smart phone, laptop computer, (access
to) occult library 25
13 +1
18 +3 Tracking 70
15 +1 Regenerate 1/hour
12 +0 Supernatural attacks
13 +0 Combat Expertise
18 +3 +1 to all melee damage
5 +3 to ranged damage
Dmg: Roll +1D, keep best
5 27 Opponents -4 to hit
Succubus
+3/+2/+0
+3
+5
+2 to all saves, +5 vs. supernatural
attacks and magic
9 +0
18 +3 Open Locks 45
13 +1 Bypass Traps 40
15 +1 Sleight of Hand 50
16 +2 Move Silently 50
15 +1 Hide in Shadows 40
10 Climbing 80
Perception 55
4 14 Read Languages 80
Opponents -4 to hit
+3/+2/+0 Danger Sense 1-3 on d6
+2 Sneak Attack +4/x3
+5
+3 vs death attacks / area effects.
For 1/2 dmg saves, take 0 dmg on success
16 +2
18 +3 Tracking 70
13 +1 +2 to melee damage
13 +1 +3 to ranged damage
11 +0 Roll +1d6 dmg, keep best
12 +0 Opponents -4 to hit
5 Supernatural attacks
3 22
+3/+2/+0
+4
+5
+2 to all saves
28
18 +3
16 +2 Tracking 70
13 +1 +3 to melee damage
11 +0 +2 to ranged damage
13 +1 Roll +1d6 dmg, keep best
12 +0 Opponents -3 to hit
5 Supernatural attacks
4 22
+3/+2/+0
+5
+4
+2 to all saves
29
10 +0
12 +0 Arcana 70
13 +1 Spellcasting 70
16 +2 Arcane powers (see below)
18 +3
13 +1
5
8 14
+3/+2/+0
+1
+1
+4 vs. spells and magical effects
Arcane Bond (2/day): Join hands w/sister and both cast same spell at same time;
both make casting roll and if either succeeds, spell effects trebled, save as 8th level
Empathy: Read emotions of others; empathic bond with sister (always feels Prue's
emotions and knows where she is; control others' emotions (Wis save to resist)
30
GEAR: Book of shadows, spell components, pistol, tablet, smartphone
10 +0
13 +1 Arcana 70
13 +1 Spellcasting 70
18 +3 Arcane powers (see below)
16 +2
12 +0
5
7 14
+3/+2/+0
+1
+1
+4 vs. spells and magical effects
Arcane Bond (2/day): Join hands w/sister and both cast same spell at same time;
both make casting roll and if either succeeds, spell effects trebled, save as 8th level
Telekinesis: 7 lbs maximum weight, can hurl objects as ranged attack, can control
objects so long as she maintains concentration, up to 1 minute. Can't cast spells
while maintaining concentration.
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GEAR: Book of shadows, spell components, knife, laptop, smartphone
32