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night's black agents

addenda
night's black agents director's agent tracking sheet
player   
agent   
Previous Patron   
Drive   
Health   
Stability   
Symbol   
Solace   
Safety   
Cover Pool   
Network Pool   
Contact 1   
Contact 2   
Contact 3   
Contact 4   
Accounting   
Archaeology   
Architecture   
Art History   
Astronomy   
Bullshit Detector   
Bureaucracy   
Chemistry   
Cop Talk   
Criminology   
Cryptography   
Data Recovery   
Diagnosis   
Electronic Surveillance   
Flattery   
Flirting   
Forensic Pathology   
Forgery   
High Society   
History   
Human Terrain   
Interrogation   
Intimidation   
Languages   
Law   
Military Science   
Negotiation   
Notice   
Occult Studies   
Outdoor Survival   
Pharmacy   
Photography   
Reassurance   
Research   
Streetwise   
Tradecraft   
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Traffic Analysis   
Urban Survival   
Vampirology   
night's black agents director's contact tracking sheet
contact Connected Nature of Contact Network Points
name Agent Relationship Description

  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
211

  
  
  
  
night's black agents quick and dirty city worksheet
cities
name name name
description description description

population population population

conflict conflict conflict

backdrops backdrops backdrops


• • •

• • •

• • •

three hooks three hooks three hooks


• • •

• • •
212

• • •
night's black agents vampire worksheet
vampires
name general abilities general abilities
,
origins spread & numbers aberrance  _____ aberrance  _____
 health _____ health _____
 hand-to-hand _____ hand-to-hand _____
 weapons _____ weapons _____
 _____ _____
 _____ _____
description  _____ _____
 _____ _____
 _____ _____
 hit threshold hit threshold


 alertness modifier alertness modifier
goals and activities
 stealth modifier stealth modifier

 armor armor

 • •

banes free powers free powers
• • • • •

• • • • •
blocks • • • •
• • • • •

• • • • •
compulsions other powers other powers
• • • • •

• • • • •
dreads • • • •
• • • • •

• • • • •
requirements notes notes


213


night's black agents thriller skeleton worksheet
operation
premise and goals locations targets and opposition

  
  
  
  
  
  
  
  
  
  
  

•the hook •the first reveal •the final reveal

•the curtain •the blowback •the setup

•the wakeup •the twist •the confrontation

•the stall •the relief •floating events


214
night's black agents hit threshold modifier sheet
Hit Threshold Modifiers
In games using the full range of options and tactical rules, Hit Thresholds can vary widely. Try to rebalance those values if you
can: if one combatant has a Hit Threshold of 7 and one has a Hit Threshold of 9, run their combat as if they had Hit Thresholds of
3 and 5, respectively. This keeps fights shorter and more dangerous, and therefore more exciting.

Athletics Ability Rating Thrown Weapons Mental State


Athletics 8+ Hit Threshold 4 Attacker throwing weapon Attacker is Shaken: +1
Athletics 7- Hit Threshold 3 at Near range: +1 Depressive Disorder: -1

Cover Injury Chases


Defender is exposed: -1 Attacker is Hurt: +1 Attacker climbing on a vehicle: +1
Defender is under partial cover: +0 Attacker is blinded (tear gas, Attacker is passenger in a chase: +1
Defender is under full cover: +1 dazzle laser, etc.): +2 Attacker is pursuer or
Defender is blinded: -2 runner in a chase: +1
Darkness
range Called Shots modifier
to hit
darkness

desired location threshold


level

point-
blank close near long
Large carried object (rocket launcher,
+1
laptop computer, backpack)
night +1 +1
dark +1 +2 +2
Torso, windshield +1

pitch
Chest (if attacker is facing target) +2
black +1 +2 +3 +3 Gut, specific window, tail rotor +2
Head or limb +2
Illuminated Hand or foot, joint, tire +3
If you are carrying a lit flashlight,
spattered with glowing paint, lighted
Heart, throat, mouth, or face +3
up by a laser sight, or pinpointed by Weapon or other hand-held object +3
firing (or being hit by) a tracer round,
your Hit Threshold goes down: -1
Eye, headlight +4
Chest (if target faces away from attacker) +4
Surprise
Surprised attackers: +2

See also Thriller Combat Options: Evasive Maneuvers (p. 73), Extra Attacks (p. 74), Feint (p. 74), Mook Shield (p.
76), Reckless Attacks (p. 76), Throws (p. 76), Sniping (p. 76) and
Vampiric Powers: Distortion (p. 135), Hive Mind (p. 134), Invisibility (p. 129), Shadow Attack (p. 153), Temporal
Distortion (p. 129), Vampiric Speed (p. 132).
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night's black agents thriller chase summary sheet
Thriller Chase Summary
Determine Starting Lead Chase Roll Modifiers ƒƒ Pursuer succeeds, runner fails:
the Lead shortens by 2.
ƒƒ Halfway between runner’s goal and 0 Faster participant:
ƒƒ Pursuer, runner both succeed or
Open chase: Adjust Lead by In open chase add difference in
fail: the Lead alters by 1 depending
1 for faster participant Speed to all chase rolls (min +1)
on whose margin of success (or
Normal chase: No change In normal chase add +1
failure) was greater. If the pursuer
Cramped chase: Adjust Lead by 1 Higher skill in chase ability:
won by more or lost by less,
for more maneuverable participant If only participant with ability 8+ add +1
the Lead drops by 1; otherwise,
More maneuverable participant:
the Lead increases by 1.
Chase Roll Procedure In cramped chase add difference
ƒƒ Pursuer fails, runner succeeds:
ƒƒ The pursuer and the in Maneuver rating to all
the Lead lengthens by 2.
runner reveal their spends chase rolls (min +1)
simultaneously, and then roll.
ƒƒ The results are applied to the Lead; Changing the Lead Raise
Before the next round of the chase
individual successes or failures do The results of the two ability
starts, the runner can raise both sides’
not necessarily end the chase. rolls (runner and pursuer)
Difficulty Numbers, raising them by 1.
alter the Lead as follows:

Thriller Chase Lead Track

0 1 2 3 4 5 6 7

0-2 3-6
close near
8

16 15 14 13 12 11 10 9

7-16
long

A full-page PDF version of the Thriller Chase Lead Track will be available to download
from the resources section of the Pelgrane Press website.
216
night's black agents special thriller chase rules sheet
Special Thriller Chase Rules
Unless specified, both runner and pursuer can use these rules. Required ability levels are for ability ratings, not current pool size.

Attacking During Chases


On the offensive (ramming):
The player adds her vehicle’s
Take the Wheel!
ƒƒ Spend 3 from chase pool (no ƒƒ Spend 2 points from chase pool
Maneuver to the Difficulty of 4,
spend needed for passengers) ƒƒ NPC driver takes over; your
plus any other spends she makes.
ƒƒ +1 to Hit Threshold of target chase rolls at +1 Difficulty
(Heavier vehicles lower Difficulty.)
ƒƒ If runner, cannot Raise
ƒƒ If she fails, she must spend
Gear Devil 2 points immediately from
while NPC is driving
ƒƒ Requires Driving or Piloting her chase pool; if her pool is
8+ and descriptive phrase
ƒƒ Grants 3-point refresh
insufficient, the Lead alters in the
opposition’s favor by 1 for every
Investigative Abilities
Any investigator can influence the
once per chase point by which she falls short.
chase with an investigative ability.
ƒƒ If she succeeds, the Lead
This is usually free. Each ability can
Parkour alters in her favor by 1.
be used once (per party, per chase).
ƒƒ Requires Athletics 8+ and ƒƒ If she rolls an unmodified 6 and
descriptive phrase
ƒƒ Grants 3-point Athletics
succeeds, the other vehicle crashes.
Benefits
refresh once per chase Sudden Escape (Runner Only) ƒƒ Partial refresh of the chase
ability: best when the benefit
ƒƒ Requires Lead 7+ and success
harder to quantify, or when
Ramming in chase round contest
it involves a brief respite.
ƒƒ Lead must be 1 or 2 ƒƒ Make another General
ƒƒ Difficulty adjustment: reflects
ƒƒ Spend 3 points from chase pool test at Difficulty 1 higher
positional or tactical advantages.
ƒƒ Player always rolls against Difficulty 4 than previous contest
ƒƒ Opposition spends first: reflects
Ram rolls use only the following Success: escape the chase
something that forces the enemy to
modifiers and rules: instead of changing Lead
slow down or become predictable.
On the defensive (avoiding Failure: crash or fall, double damage
ƒƒ Opposition pool reductions:
being rammed): The player adds best when a change in the chase
his vehicle’s Maneuver to the die Swerve puts the other side at a sudden
roll (against a Difficulty of 4), plus ƒƒ Requires equal or higher and dramatic disadvantage.
any other spends he makes. Maneuver rating; must be in ƒƒ Lead change: best when a change
ƒƒ If he fails, the Lead alters in third+ round of chase in the chase puts the agents at a
the opposition’s favor by 1. ƒƒ Spend 3 points from chase pool sudden and dramatic advantage.
ƒƒ If he rolls an unmodified 1 ƒƒ Ignore Speed bonus on next roll ƒƒ Special Rule setup: allows a
and fails, he crashes. ƒƒ Next Lead change is doubled specific special rule such as a
ƒƒ If he succeeds, the rammer must ƒƒ If chase ends, loser crashes or falls Swerve or Sudden Escape, either
spend 2 points immediately from earlier or easier than normal.
her chase pool; if her pool is
insufficient, the Lead alters in
the player’s favor by 1 for every
point by which she falls short.
217
night's black agents thriller combat options sheet 1
Thriller Combat Options 1
Required ability levels are for ability ratings, not current pool size. Spends to activate abilities never add to die rolls.

Autofire Disarm Extra Attacks


ƒƒ Spend 3 Shooting per 1 extra Make a Called Shot to a weapon in hand No melee weapon (except swords)
damage die rolled on the target (+3 to Hit Threshold). If successful: with damage modifier over
ƒƒ Spend 3 Shooting per 1 extra ƒƒ Shooting disarms foe, may -1 can have Extra Attacks.
target within 3m of initial target damage weapon.
ƒƒ Weapons disarms foe with lighter Hand-to-Hand or Weapons
Called Shot weapon, or any foe on a 6. ƒƒ Requires Hand-to-Hand or
Weapons 8+ and successful hit
ƒƒ Increase Hit Threshold of foe ƒƒ Hand-to-Hand against alert foe
prevents foe from attacking you with ƒƒ Spend 3 Hand-to-Hand or Weapons
depending on specific target
that weapon, sets up Hand-to-Hand plus 2 Health for second attack
ƒƒ Increase damage depending
on target and on whether you contest for possession of weapon.
used a weapon (gun or melee) ƒƒ Hand-to-Hand against surprised foe
Shooting
ƒƒ Requires Shooting 8+
or hand-to-hand attack. disarms foe; you take the weapon.
and successful hit
ƒƒ May then spend 6 points from ƒƒ Hand-to-Hand disarms any foe
ƒƒ Spend 4 Shooting plus 1 Stability
attack ability to move foe from on a 6; you take the weapon.
for second attack; 8 Shooting and
Hurt to Seriously Wounded or Make a Hand-to-Hand Called
2 Stability for third attack; etc.
from Seriously Wounded to dead. Shot to grab a short, holstered
See full table and rules on p. 72; weapon (+3 to Hit Threshold). If Multiple Targets
additional damage not cumulative successful, spend 3 points of Filch Second target’s Hit Threshold +2; third
with +2 for Point-Blank gunshots: or Weapons; you take the weapon. target’s Hit Threshold +3; etc.

Two-Fisted Firearms
hit additional additional ƒƒ Requires pistols in both hands
threshold weapon unarmed at beginning of action
called shot to modifier damage damage ƒƒ Spend 3 Shooting plus 2 Athletics
to attack with both pistols
ƒƒ Name target or targets (+2 to
Chest (from front/back) +2/+4 +2 —
second target’s Hit Threshold, as
+2 above) before firing; you cannot
Eye +4 and blind for +3 switch in between shots
2 rounds
ƒƒ Spend 9 Shooting plus 6 Athletics
Head +3 +2 — to attack again with both pistols
Heart +3 +3 —
Feint
Joint, Groin +3 — +2 ƒƒ Give up your attack for a round
ƒƒ Spend 1 Hand-to-Hand or Weapons
+2;
beheaded if per -1 to foe’s Hit Threshold; max -3
cutting attack ƒƒ Applies to all attacks (including
Throat +3 drops foe’s
+2
allies) until end of your next round
Health to
0 (or -12)
Jumping In
ƒƒ At the end of any other character’s
Critical Hit
ƒƒ If attack die roll is a 6 and you Evasive Maneuvers action, if you have not yet acted
ƒƒ Spend 4 Athletics or 3 Shooting,
exceed target Hit Threshold by 5+ ƒƒ Declare at beginning of your action,
Hand-to-Hand, or Weapons
ƒƒ Extra die of damage does not use your turn, lasts until
ƒƒ Immediately attack with the ability
beginning of your next action
you spent from (or with any
218

ƒƒ Spend 2 Athletics per +1 to


ability, if you spent Athletics)
Hit Threshold, max +3
ƒƒ Change in combat order
ƒƒ Your attacks suffer a -2 penalty
is permanent unless
per +1 to your Hit Threshold
someone else Jumps In
night's black agents thriller combat options sheet 2
Thriller Combat Options 2
Martial Arts Smashes and Throws Support Moves
ƒƒ Requires Hand-to-Hand or Weapons ƒƒ Spend 2 Hand-to-Hand and attack ƒƒ Requires Athletics 8+
8+ and descriptive phrase foe in Point-Blank range; if successful ƒƒ Make Athletics test vs. Difficulty
ƒƒ Grants 3-point Hand-to-Hand or ƒƒ Smash: against breakable or hard 4, describe support move
Weapons refresh once per fight object, -1 damage; against projecting ƒƒ Margin of success applies as
and hard object, +0 damage bonus to ally’s next attack roll
Mook Shield ƒƒ Throw: foe lands at Close range,
ƒƒ Requires Hand-to-Hand 8+ moves to end of combat order; Suppressive Fire
Mook in Point-Blank range: Spend thrown into breakable or hard ƒƒ Requires Shooting 8+ and
3 Hand-to-Hand and attack object, -2 damage; thrown into hard an automatic weapon
Mook in Close range: spend 3 Hand- and projecting object, -1 damage ƒƒ Make a Shooting test against a
to-Hand and 2 Athletics and attack ƒƒ Throw at Window: +2 to foe’s Hit Difficulty based on the width
If successful, you grab the mook and: Threshold; on roll of 6 (lower for blocked to foes by fire: 3 (alleyway)
ƒƒ All ranged attacks against you mooks) they go through window; to 6 (3-lane road; hangar doors)
that miss hit the mook -1 damage from broken glass plus ƒƒ You can maintain the line without
ƒƒ Mook provides -4 Armor fall; Athletics test (Difficulty 5) for rolling for 2 rounds (pistol) or 5
against attacks that hit name NPCs and agents to avoid fall rounds (assault rifle or SMG); then
ƒƒ Must drop mook or spend 3 you must take one action to reload
Shooting to fire a weapon Sniping Foes must make Athletics test
ƒƒ Requires Shooting 8+ and taking against your result to cross:
Reckless Attacks one round to aim with a rifle ƒƒ Failure: damage and they stay put
ƒƒ Spend 1 Athletics to lower Hit ƒƒ Target aware of you: ƒƒ Success by 0-4: damage
Thresholds of both you (against Hit Threshold -1 and they cross
all attacks) and one target ƒƒ Target unaware of you: ƒƒ Success by 5+: cross
(against your attacks); max -3. Hit Threshold -2 without damage
ƒƒ Lasts until beginning of ƒƒ Your rifle has a scope: Extended
your next action Range attacks (see p. 67) are free Technothriller Monologue
ƒƒ Requires Shooting 8+ and
Special Weapons Training descriptive phrase
ƒƒ Requires Shooting or Weapons 8+ ƒƒ Grants 3-point Shooting
ƒƒ Spend 6 build points for additional refresh once per fight
+1 damage to one make of weapon
ƒƒ Shooting: may take SWT for one
light (+0 becomes +1) and one
heavy (+1 becomes +2) firearm
ƒƒ Weapons: may take SWT for one
knife (–1 becomes +0) and one
other make of melee weapon

219
night's black agents vampyramid
vampyramid
destruction

6 Kill Agent
(Vampire
Lord)
entrapment

5 Lure
Agent
(vorthr)
Hunt Agent
(camazotz)

4
embrace

Offer Double kill


Drive Cross solace
(Lamia) (ferals)
deflection

3 Offer
Protection
(Dhampir)
Double
Agent
(Adzeh)
Bait and
Switch
haunt
agent
(Murony)
containment

2 kill
enemy
(ghouls)
isolate
agent
(Renfield)
Threaten
Safety
(Bhuta)
Red
Herring
Hard Feint
(Renfield)

1 offer frame shadow shadow Yojimbo Probing


reflex

payoff agent agent source (Adzeh) Attack


(strix)
220
night's black agents conspyramid worksheet
t

6 : core leadership

t t

5 : supranational

t t t

4 : national

t t t t

3 : provincial

t t t t t

2 : city

t t t t t t

1 : neighbourhood
Obstacle Difficulty: Conspyramid Level +3
OPFOR Abilities: Conspyramid Level +1 (x2)
Alertness and Stealth Modifiers: Level/2 (rounded down)
221
night's black agents ability summary sheet 1
investigative abilities
accounting Academic You can spot embezzlement and fraud, track payments or conceal them
archaeology Academic You excavate and study the structures and artifacts of historical cultures and civilizations.
architecture Academic You know how buildings and infrastructure are designed and constructed.
art history Academic You’re an expert on works of art and craft from an aesthetic and technical point of view.
astronomy Technical You study celestial objects, including the stars and planets.
bullshit detector Interpersonal You can sometimes tell if people are trying to deceive you.
bureaucracy Interpersonal You can get past officials, find whistleblowers, access offical records.
chemistry Technical You can identify and synthesise compounds and understand their properties
You can gain cooperation from the police, imply you are in law
cop talk Interpersonal enforcement and get minor offenses overlooked
You study crimes, and the methods for solving crimes, from
criminology Academic laboratory techniques to psychological profiling.
cryptography Technical You’re an expert in the making and breaking of codes in any language you can read
You use computer and electronic technology to retrieve and enhance seemingly
data recovery Technical
inaccessible information or imagery on hard drives and other media.
You diagnose human disease, injuries, poisonings, and physical frailties.
diagnosis Academic At a rating of 2 or more, you may have a medical license.
electronic surveillance Technical You’re adept at the use of sound and video recording equipment to gather intelligence.
You’re good at getting people to help you by complimenting
flattery Interpersonal them, as subtly or blatantly as they prefer.
flirting Interpersonal You’re adept at winning cooperation from people who find you sexually attractive.
You study crime scenes and perform autopsies to
forensic pathology Technical determine cause and circumstances of death.
forgery Technical You fake things such as credentials, handwriting and art.
You know how to hang with the rich and famous, and how
high society Interpersonal to chat them up without getting security called.
You know history, with an emphasis on its political, military,
history Academic economic, and technological developments
human terrain Academic You understand areas, structures, organizations, cultures, people, of a region
interrogation Interpersonal You can extract information from people in your control
You can extract information through implied or actual
intimidation Interpersonal threats or physical or mental domination
languages Academic You are verbally fluent and literate in a number of languages, Rating 1=2,2=5,3=9, etc
Academic You know the criminal and civil laws of your home jurisdiction well,
law
and are broadly acquainted with foreign legal systems
You understand military history, strategy and tactics, and the weapons,
military science Academic technologies, and engineering techniques of the battlefield.
You are an expert in making deals with others, convincing them that
negotiation Interpersonal the best arrangement for you is also the best for them.
This is the generic ability for spotting a hidden clue, general situational
notice Technical awareness, or noticing a non-threatening visual anomaly.
You’re an expert in the historical study of magic, superstition,
occult studies Academic and sorcery from the Stone Age to the present.
You have worked and lived outdoors and in the wild, during a rural
outdoor survival Technical upbringing or extensive military service “in country.”
pharmacy Technical You are able to identify and compound drugs and medicines
You’re proficient in the use of cameras, including still, motion-
photography Technical picture, digital, and video photography.
reassurance Interpersonal You get people to do what you want by putting them at ease.
222

You know how to find factual information from books,


research Academic records, official sources, and the Internet.
streetwise Interpersonal You know how to behave in the criminal underworld
night's black agents ability summary sheet 2
You know how to utilize the techniques of conventional espionage
tradecraft Interpersonal agents, and how to talk to them if you must hold a meet.
You know how to boil down a mass of data — raw signals intel,
traffic analysis Technical phone records, surveillance tapes — and extract patterns
urban survival Technical You are familiar with working and living in cities, especially their seamier underbelly.
vampirology Academic The subset of occultism dealing directly with vampires

general abilities
Running, throwing, jumping, dodging and climbing etc. Less
athletics General than 8 and your Hit Threshold is 3, otherwise 4.
conceal General You can hide things from view and conceal them from search.
This ability represents your stash of cover identities.
cover General Assign each some points as required
You can enter secure databases without formal access, and read,
digital intrusion General download, alter, or delete data and records therein
disguise General You can alter your appearance, posture, and voice to be unrecognizable.
You’re a skilled defensive driver, capable of wringing high
driving General performance from even the most recalcitrant vehicle
explosive devices General You’re an expert in bombs and booby-traps.
filch General Pick pockets, plant, hide or steal objects
You are conversant with the rules and etiquette of all forms of gambling, from
gambling General Texas hold ‘em and roulette to horse racing and numbers rackets.
You can hold your own in unarmed combat, whether you wish
hand-to-hand General to kill, knock out, restrain, or evade your opponent.
infiltration General You’re good at placing yourself inside places you have no right to be.
You’re good at building, repairing, operating, and disabling
mechanics General mechanical, electrical, or electronic devices.
medic General You can perform first aid on sick or injured individuals.
network General This ability represents your network of professional contacts. Assign each one points
You can pilot small boats or single-engine light aircraft with
piloting General professional aplomb and serene confidence.
preparedness General Allows you to have minor bits of gear to suit the situation
sense trouble General Spot danger - only one player makes the attempt each time
You are adept with personal firearms, including their
shooting General field stripping, repair, and identification.
General You can provide comfort, perspective and solace to the mentally
shrink
troubled. Spend 1 point to restore 2 points of Stability.
surveillance General You’re good at watching and following targets without revealing your presence.
You are skilled in the use of personal hand weapons
weapons General such as knives, swords, or flexible batons.
Your ability to sustain injuries / a measure of the narrative
health General plausibilty of you not being damaged by an attack
Your Stability rating indicates your resistance to mental trauma and
stability General psychic attack, along with general willpower and self-possession. 223