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NIGHT’SBLCKGENTS
A Vampire Spy Thriller Game by Kenneth Hite
Based on the GUMSHOE System by Robin D. Laws
REDACTED EDITION
Includes material from:
Ashen Stars, Esoterrorists, Esoterror Fact Book,
and
Mutant City Blues
by Robin Laws,
Trail of Cthulhu
and Bookhounds
of London
by Kenneth Hite, and
The Zalozhniy Quartet
by Gareth Hanrahan
Cover Art: George Cotronis
Interior Layout: Simon Rogers
Cover Layout: Beth Lewis
Alpha Playtesters: Shari Felty, Trey Felty, Zachary Johnson, Joshua Knorr, Craig Neumeier
Beta Playtesters: Chad Bowser, Andi Newton, Shane Jackson, Ami Jackson, Chris Norman, Dan Johnson, Ken
Trench, Jordan Trench, Sarah Trench, Craig Trench, Emma Sharp, Ashleigh Christie, William Lee, Joe, Charles, Ben,
Ian Kirby, Peter Coutts, Robert Brumbelow, "Doctor Morbius", Stephanie Tyll, Brian Paul, Danielle Rosvally, Gavin
Fishman, Sean Colleran, Daniel Bayn, Jeremy Keller, Mark Dipasquale, Colleen Riley, Ville Halonen, Mika-Petri
Lauronen, Risto Penttinen, Outi Sippo, Mauricio Pinheiro, Mauro Lúcio Campos Amado, "Bruno Soares, Davi and
Leonardo Bopp Dieterich, Eduardo Caetano, Livia Von Sucro, Júlio Cesar, Kairam Hamdan, Stuart N. Bonham, Robin
Bonham, Mike Cubbins, Alun Roberts, Rich Canino, Honey Holverson, Diane Lee, Mitchell Chauncy, Clay Jackson,
Damon Dorsey, Mark Kiel, Shawn Blisset, Jim Becker, Clifford A. Anderson, Derek Swoyer, Matthew J. Miller, Meri
Aust, Mike Thompson, Allan P. Samuelson, Umeå Role-Playing Association, Francis Li, Carolina McGrenery, Tom
McGrenery, Edward Alexander, Tim Pounds-Cornish, Mike Drew, Patrick Lewinson, Gunnar Ekmark, Anders Thelin,
Javier Dorta, Néstor Ramos, Miriam Alonso, Cripzy Romero, Jorge Andrés Martínez, Pablo Valcárcel, Nast Marrero,
Ana Estruch, Alejandro Reyes, Adal Alemán, Nathaniel Dozier, Sean Robinson, Ada Robinson, Eric Pizur, Craig Sisco,
David Thrush, Loretta Thrush, Jerry Grayson, Renee Grayson, Matthew Tarplee, Jessica Booth, Jon Prosser, Dana
Schiffer, Joshua Woodard, Luis M. Rebollar, David M. Cabal, Rubén Velasco, Jorge Etchegoyen, Miriam Ruiz, Brian
Curley, Lori A. Curley, Brian Stewart, Paul Wiesner, Roberta Wiesner, Mike 'Beard' Hough ,Mike Riddle, Steve
Burge, Kev Hickman, Eric Lytle, Wes Kobernick, James Leszuk, Christian Lindke, Jeb Boyt, Thomas M. Reid, Bob
Roeh, Michael Fina, Samantha Fina, Allen Gibson, Michael Goodman, Christine Rambo, Matt Rambo.
Good things of day begin to droop and drowse,
Whilnight’sblackagntstothirprydorous
–
Macbeth,
Act III, Scene ii
©2011 Pelgrane Press Ltd. All rights rsrvdNight’sBlackgntsisatradmarkofPlgranPrssLtd
NIGHT’S BLACK AGENTS
Contents
CONTENTS ................................................ 2
INTRODUCTION......................................... 4
Tells ....................................................... 4
From Structure to Story......................... 4
Chapters ................................................ 5
Modes ................................................... 5
Burn ........................................... 5
Dust.......................................... 6
Mirror.......................................... 6
Stakes .......................................... 6
DVD Commentary..................... 6
CHARACTERS............................................. 7
Choose a Background ............................ 7
Background List ..................................... 7
Choose Your Investigative Abilities........ 7
Investigative Ability Ratings: How Good
is Great? ................................................ 8
So Which Investigative Abilities Should I
Buy?....................................................... 8
Investigative Ability List......................... 9
Trading Points .................................... 9
Choose Your General Abilities............ 9
General Ability Ratings: How Good Is
Awesome?........................................... 10
So Which General Abilities Should I Buy?
............................................................ 10
Love Your MOS ....................... 10
General Ability List .............................. 11
Get Personal .................................... 11
Backgrounds: The Old Life ................... 11
Sample Backgrounds........................ 11
Making Your Own Background ............ 14
Abilities................................................ 15
Investigative Abilities ....................... 16
Why No Lying Ability?.......................... 17
Getting Interrogated ........................... 22
General Abilities............................... 25
Higher Cherry Branches....................... 26
Athletics Adds Life .................. 26
A Little Help From Your Friends
............................................................ 32
Personality and Dossier ....................... 35
A Drive By Any Other Name.... 35
Sources of Stability.... 35
Drives........................................ 37
Personal Arcs....................................... 37
Changing Drives................................... 40
Secret Drives................................ 40
Trust and Betrayal .................... 40
Maps and Legends ........................... 41
First Blood ........................................... 43
RULES...................................................... 44
Clues and Spends ................................ 44
Tip For Players: Containing Speculation
............................................................ 44
Spit Straight............................ 44
Gathering Clues ............................... 45
Simple Searches .................................. 45
Spends and Benefits ........................ 46
An Empty Pool Only Makes You
Mostly Badass ..................................... 47
Example Benefits................................. 48
Who Finds It? ...................................... 49
Tests .................................................... 49
Die Rolls .............................................. 49
Simple Tests..................................... 49
Difficulty Numbers and Story Pacing ... 50
Option: You Never Fail ........................ 50
Continuing Challenges......................... 51
Contests .............................................. 51
Player-Facing Contests..................... 52
Full Contests .................................... 53
Darkness.............................................. 53
Thriller Chases ................................. 54
ThrillsrEvrybody’sBusinss ...... 55
Collision is Drama, Not Physics............ 59
Combat................................................ 61
Mooks ................................................. 61
Tasers and Stun guns........................... 63
That Said, Tasers Are Pretty Cool
............................................................ 63
Non-Lethal Damage............................. 63
GRAPPLING.......................................... 64
Guns Kill.................................... 64
No, Really, Guns Kill................ 64
Death and Consequences ............ 65
Player-Facing Combat ......................... 65
Free-For-All Combat ........................ 66
Standard Combat Considerations .... 66
Too Many Modifiers? .......................... 66
One Gun, Two Combatants ................. 67
Opposing Forces .............................. 69
Thriller Combat Rules ...................... 71
Hittr’sFrind ........................ 73
Natural 20 On A Six-Sider ....... 74
Killer App For the Killer Elite... 76
Other Dangers ..................................... 79
Hazards ............................................ 79
Shock and Awe ................................ 81
Required Disclaimer ............................ 82
Experience and Stability ...................... 83
OptionalRulIt’sColdInsid ............. 83
Psychological Triage ............................ 84
Head Games........................................ 84
Withdrawal ......................................... 85
Heat ................................................. 88
Hot Spots............................................. 89
Unofficial Heat .................................... 89
Extended Chases.............................. 91
The Stress of Pursuit ........................... 92
Recovery and Improvement................ 92
Regaining Pool Points ...................... 92
Opposition Pools ................................. 93
What Do Pool Points Represent? ........ 93
Improving Your Character................ 94
TOOLS ..................................................... 95
Acquisition....................................... 95
No Go the Bagman .............................. 96
Spytech ............................................... 97
Communications.............................. 97
Explosive Devices............................. 98
Booby Traps ........................................ 98
Infiltration........................................ 99
Surveillance ..................................... 99
Bugs and Bug Detection .................... 100
Vehicles............................................. 101
Special Weapons ............................... 103
Shooting ........................................ 103
Very Special Weapons ................... 105
Pray and Slay ........................ 107
Special Tactics ................................... 108
Tactical Fact-Finding ...................... 108
Tag-Team Tactical Benefits ............ 111
Tradecraft ...................................... 112
The Yojimbo Option .......................... 116
Getting Captured .............................. 116
Advice to Players............................... 117
The Bucharest Rules ...................... 117
VAMPIRES............................................. 120
Choose and Perish............................. 120
Parameters........................................ 120
Campaign Modes and Vampire Types121
Sanguinary Considerations ............ 121
Building a Vampire ............................ 124
Basic Abilities................................. 124
Vampire Agents................................. 127
Vampiric Powers............................ 127
Some of Your Blood .......................... 128
Vampire Forensics............................. 129
Once Bitten, Twice Shy......... 130
The Two-Way Mirror......................... 131
Feats of Strength ........................... 137
Vampiric Weaknesses .................... 138
True Faith .......................................... 141
Sense Trouble ................................... 142
2
INTRODUCTION
Vampiric DEATH AND Resurrection ... 142
Sample Vampires ........................... 143
The Superhuman Crew ...................... 147
Vampiric Forms and Familiars........ 154
Conspiracies ...................................... 155
Conspiratorial Considerations........ 155
Enemies ................................ 157
Campaign Modes and conspiracy design
.......................................................... 157
The Conspyramid ........................... 158
Other Conspiracy Structures ............. 161
Conspiratorial Components ........... 161
CITIES .................................................... 164
Deep Background .............................. 164
Backstage Europe........................... 164
International Organizations............... 167
Interpol.............................................. 167
Underground Europe ..................... 167
Prepping a City .................................. 169
Quick and Dirty City Building.......... 169
Low and Slow City Development.... 171
Three Cities: Quick and Dirty ............. 173
Bucharest ....................................... 173
London ........................................... 174
Tunis .............................................. 175
Marseille: Low and Slow.................... 176
Cities and Abilities ............................. 176
The Lay of the Land........................ 176
Four Factions ................................. 177
Faction Map: Marseille .................. 179
Marseille Stories ............................ 180
STORIES................................................. 181
The Thriller in Play............................. 181
Rhythm and Improvisation ............ 181
AVOIDING THE RAILROAD ................. 182
The Operation ................................... 184
The Spine ....................................... 184
Leveraged Clues ................................ 184
The Thriller Skeleton...................... 185
The Perils of Competence ................. 187
Active Operations .......................... 187
Your Mission, Jim, Should You Choose to
Accept It ............................................ 188
Reactive Operations....................... 189
Spy a la Mode.................................... 190
The Vampyramid ........................... 190
Down to Your Last Pint ......... 192
The Campaign Story .......................... 195
The Opening .................................. 195
Midgame........................................ 195
Bringing In New Characters ............... 196
Endgame ........................................ 196
Alternate Versions............................. 196
Martini, Straight Up ....................... 196
The Dunwich Sanction ................... 197
Special Assets................................. 198
(S)ENTRIES ............................................ 201
Eyes Only Briefing.............................. 201
The Spine ....................................... 201
In an Ongoing Campaign ................... 201
The Job .............................................. 201
Meeting Rudek .............................. 201
Questions....................................... 202
The Lift .............................................. 203
Heisting the Laptop........................ 203
The Escape..................................... 204
The Meet........................................... 204
The Double Cross........................... 205
nton’sCrw..................................... 205
The End? ........................................ 206
The Renfield Option .......................... 207
The Trail ............................................ 207
Tracking the Paymaster ................. 207
Tracking Anton............................... 209
Belgrade: Quick and Dirty ................. 209
The Payoff ......................................... 209
The Leads .......................................... 210
SOURCES............................................... 211
Vampires........................................ 211
Spies .............................................. 211
Thrillers.......................................... 212
ADDENDA ............................................. 213
Dsignr’sNots ............................... 213
Dirctor’sgntTrackingSht .... 214
Hit Threshold Modifier Sheet ........ 215
Thriller Chase Summary Sheet....... 216
Thriller Chase Lead Track ............... 216
Special Thriller Chase Rules Sheet . 217
Thriller Combat Options Sheet ...... 218
Blank Conspyramid Sheet .............. 220
The Vampyramid ........................... 221
Character Sheet ............................. 222
Academic Abilities ......................... 222
Interpersonal Abilities ................... 222
General Abilities ............................ 222
Technical Abilities .......................... 222
3
NIGHT’S BLACK AGENTS
INTRODUCTION
The Cold War? Over. The War on Terror? Over for
you.
You used to uncover secrets, or maybe kill to keep
them. You used to serve your country in the shadows,
doing things — or stopping things — thatcouldn’tb
shown in daylight or on the evening news.
Then you stopped. Maybe you got tired, or maybe
you got burned, or maybe you got out while you
could.
Butyoudidn’tgointothdaylightNotjustytYou
staydinthshadowsinEurop’sdniabl
underground networks of crime and conflict, but you
did it on your terms. You did a few ops, and you
asked fewer questions. You worked for money in
scrtaccountsandforpoplyoudidn’tknow
Butthywrn’tpoplItturndoutthycouldn’t
be shown in daylight or on the evening news either.
Because they were vampires.
And now you know. And they know that you know.
Vampires exist. What can they do? Who do they
own? Where is safe? How much is legend, and what is
thtruth?Youdon’tknowthosanswrsytSo
you’dbttrstartaskingqustionsandpicking
targtsYouhavtotracthbloodsuckrs’
operations, penetrate their networks, follow their
trail, and target their weak points. Because if you
don’thuntthmthywillhuntyoundthywillkill
you.
Or worse.
You must mount your own shadow war, on a secret
terror that only you know exists. Stay alert, and stay
awakIt’sgoingto be a long night.
Tells
In poker, tells are those little gestures or changes of
xprssionthattllwhat’sinyourhandThisiswhr
Itllwhat’sinyourhands
This game,
Night’sBlackgents,
adapts the
GUMSHOE engine to the propulsive paranoia of the
spy thriller genre: not just James Bond, but also and
especially films like
Ronin
and the
Bourne
trilogy. You
build agents worthy of such films; tough, resourceful,
clever, deadly — in a word, badass. Then you send
them to kill vampires.
The Director (who plays the role usually called the
DM or the GM in other RPGs), begins by building the
vampires. In
Night’sBlackgents,
the vampires and
their conspiracy are modular, customizable. In one
Dirctor’sworldthymightfargarlicandcrosss—
in anothrDirctor’scampaignthymightbspidr-
like aliens who move through hyperspace. Or both.
Likewise, the Director builds the enemy network —
the people and groups the vampires have already
turned to their ends — to her own specifications.
Then the Director sends the vampires, and their own
agents, and their pawns and tools and ghouls and
monsters, to kill you. The goal — both yours and the
Dirctor’s— is action, and horror, and the special
thrills that only spy stories can deliver.
Throughout a typical
Night’sBlackgents
campaign,
the agents:
Uncover the extent of the vampire
conspiracy, mapping its branches and
personnel
Survive attacks by the vampires or their
minions and pawns
Discovrthvampirs’waknsssandtru
nature
Detect and prevent ongoing and ad hoc
vampire or conspiratorial operations
Weaken the vampire conspiracy by striking
at its main branches or key personnel
Finally, destroy the vampires at the heart of
the conspiracy
Any of these goals might provide the direction, the
spine, the through-line, of a scenario or adventure,
usuallyrfrrdtointhisgamasan“opration”
One operation may take many sessions of game play;
2 or 3 sessions per scenario is normal.
The Director, meanwhile, plots out the structure of
the vampire conspiracy, and plans both active and
reactive operations to test the agents and reveal the
plot“ctiv”oprationsarthonswhrth
agents are moving forward against the vampires:
investigating their conspiracy, thwarting its goals, and
attackingit“Ractiv”oprationsarthons
where the vampires are moving forward: attacking
some other group, infiltrating some new city, or
hunting the agents directly.
Either way, the Director maps out a structure for the
oprationWhatisthagnts’(oropposition’s)goal
andwhatisthadvntur’sspin?Whattipsth
agents off to an opportunity or a threat? What
information is available, and where or from whom
can the agents get it? What assets does the
opposition have in position? What is the end game —
what happens if the agents uncover the truth in
Venice, or if the vampires succeed in Helsinki?
From Structure to Story
ThDirctor’sstructurnotsarnotastoryTh
story occurs as you, the players, bring the structure to
life through the actions of your characters. The story
4
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