Gideon020
Really in the mood for ribs.
Who are Nights Black Agents?
You are. Let me explain; you are former member of one of the world's many intelligence agencies, from Iran to Langley you were once a playing piece for governments and the dancer of a deadly dance of infiltration, theft, sabotage and on rare occasion frantic and deadly gunfights against your fellow dancers. Until the day came for you to leave the dance. You retired, willingly or not, and from there found yourself applying your unique talents for legal and not-so-legal enterprises while enemies...well they didn't exactly become friends but co-workers at least while friends remained at least somewhat friends.
Until you encountered them. Nosferatu. Vampires. The Night and shadows already had tenants, ones who snaked their way into positions of power and influence, commanding small armies of their thralls in games that stretched for decades at a time between themselves, all to maintain their masquerade and power over humanity.
Until you found them. Until you started hunting them.
You are Nights Black Agents, former intelligence operatives who now have a new mission; to hunt down and destroy the vampire conspiracies ruling from the shadows.
Until you encountered them. Nosferatu. Vampires. The Night and shadows already had tenants, ones who snaked their way into positions of power and influence, commanding small armies of their thralls in games that stretched for decades at a time between themselves, all to maintain their masquerade and power over humanity.
Until you found them. Until you started hunting them.
You are Nights Black Agents, former intelligence operatives who now have a new mission; to hunt down and destroy the vampire conspiracies ruling from the shadows.
Brief Details:
- Play By Post Game
- Uses the Gumshoe System
- For Four to Six Players
The Adventure:
Something is rotten in Moscow, something that came in from the Far East, and the local community of intelligence agents has gotten wind of rumors involving a possible chemical or biological weapons attack on Moscow. Other hints tell of it being linked to possible Islamic extremists, others to ultranationalist groups, but they all have people in Washington and elsewhere concerned.
But you picked up a clue that indicates that this is no human plot. Your night-walking enemies have smuggled something more deadly than Anthrax, Ebola or Sarin into Moscow; this chemical agent has all the marks of an infectious agent you found out about in Manila, an agent to turn a human into a vampire.
Now it has to be destroyed, before it can be taken to the lair of whichever vampire brought it into Moscow, and before other parties recover it for their own masters, human and vampire.
But you picked up a clue that indicates that this is no human plot. Your night-walking enemies have smuggled something more deadly than Anthrax, Ebola or Sarin into Moscow; this chemical agent has all the marks of an infectious agent you found out about in Manila, an agent to turn a human into a vampire.
Now it has to be destroyed, before it can be taken to the lair of whichever vampire brought it into Moscow, and before other parties recover it for their own masters, human and vampire.
Character Creation:
Creating your character using the Gumshoe System and in Nights Black Agents specifically revolves around what sort of person your spy was during their career, and to quote a certain movie, the 'particular set of skills' that they acquired.
First off, Gumshoe operates on Ability Pools, points that are spent to beat difficulty targets or to gain bonuses to certain actions. These are meant to be dramatic revelations of your skills, not a currency of your competence so don't spend them wastefully.
Each player starts with Cover 10 and Network 15 for free. These represent a very wide array of contacts, safehouses, fake identities that you didn't disclose in debriefing, even caches of equipment scattered worldwide.
Next, each player gains 22 Investigative Build Points and 65 General Build Points. Lists for what you spend these one will come later, just note them down.
Now, you mark down Stability 4 and Health 4. Stability and Health are fairly obvious but you can go into negatives in these pools before you are dead or irreversibly insane.
Now, every spy comes from a variety of backgrounds. Each of these backgrounds costs 6 Investigative Build Points and 18 General Ability Points each. When you pick a Background(s), you gain a pre-set mix of skills and knowledge at the ratings indicated for each. Open the Spoiler to find out what they have. If you already have points in an ability, just add the amount listed in the background to your current total.
First off, Gumshoe operates on Ability Pools, points that are spent to beat difficulty targets or to gain bonuses to certain actions. These are meant to be dramatic revelations of your skills, not a currency of your competence so don't spend them wastefully.
Each player starts with Cover 10 and Network 15 for free. These represent a very wide array of contacts, safehouses, fake identities that you didn't disclose in debriefing, even caches of equipment scattered worldwide.
Next, each player gains 22 Investigative Build Points and 65 General Build Points. Lists for what you spend these one will come later, just note them down.
Now, you mark down Stability 4 and Health 4. Stability and Health are fairly obvious but you can go into negatives in these pools before you are dead or irreversibly insane.
Now, every spy comes from a variety of backgrounds. Each of these backgrounds costs 6 Investigative Build Points and 18 General Ability Points each. When you pick a Background(s), you gain a pre-set mix of skills and knowledge at the ratings indicated for each. Open the Spoiler to find out what they have. If you already have points in an ability, just add the amount listed in the background to your current total.
-Analyst: The analyst puts together the pieces to puzzles
Data Recovery 1, Languages 2, Research 1, Traffic Analysis 2, Digital Intrusion 2, Network 5, Preparedness 4, Sense Trouble 5, Surveillance 3.
-Asset Handler: You run HUMINT through a network of semi-valuable people you recruited.
Bullshit Detector 2, Intimidation 2, Negotiation 1, Reassurance 1, Cover 3, Sense Trouble 5, Shrink 4, Surveillance 6.
-Bagman: You handled the money, or sniffed it out.
Accounting 2, Bullshit Detector 2, Intimidation 1, Negotiation 1, Conceal 4, Digital Intrusion 3, Sense Trouble 6, Surveillance 5.
-Bang And Burner: You blow stuff up.
Architecture 2, Chemistry 2, Criminology 1, Intimidation 1, Conceal 4, Explosive Devices 8, Infiltration 2, Mechanics 4.
-Black Bagger: You break and enter.
Data Recovery 1, Electronic Surveillance 2, Photography 2, Streetwise 1, Conceal 2, Digital Intrusion 2, Filch 6, Infiltration 8
-Cleaner: You erase the evidence.
Bureaucracy 2, Cop Talk 1, Criminology 2, Urban Survival 1, Conceal 6, Disguise 2, Driving 4, Explosive Devices 2, Infiltration 2, Stability 2
-Cobbler: You provide the right papers.
Bureaucracy 1, Forgery 4, Photography 1, Cover 6, Digital Intrusion 4, Disguise 2, Infiltration 4, Mechanics 2
-Cuckoo: You pretend to be someone else.
Flattery/Flirting 2, High Society 2, Reassurance 2, Cover 3, Disguise 8, Filch 2, Gambling 3, Sense Trouble 2
-Hacker: You crack the passwords.
Cryptography 1, Data Recovery 2, Electronic Surveillance 2, Traffic Analysis 1, Urban Survival 1, Digital Intrusion 10, Disguise 2, Infiltration 2, Mechanics 4
Data Recovery 1, Languages 2, Research 1, Traffic Analysis 2, Digital Intrusion 2, Network 5, Preparedness 4, Sense Trouble 5, Surveillance 3.
-Asset Handler: You run HUMINT through a network of semi-valuable people you recruited.
Bullshit Detector 2, Intimidation 2, Negotiation 1, Reassurance 1, Cover 3, Sense Trouble 5, Shrink 4, Surveillance 6.
-Bagman: You handled the money, or sniffed it out.
Accounting 2, Bullshit Detector 2, Intimidation 1, Negotiation 1, Conceal 4, Digital Intrusion 3, Sense Trouble 6, Surveillance 5.
-Bang And Burner: You blow stuff up.
Architecture 2, Chemistry 2, Criminology 1, Intimidation 1, Conceal 4, Explosive Devices 8, Infiltration 2, Mechanics 4.
-Black Bagger: You break and enter.
Data Recovery 1, Electronic Surveillance 2, Photography 2, Streetwise 1, Conceal 2, Digital Intrusion 2, Filch 6, Infiltration 8
-Cleaner: You erase the evidence.
Bureaucracy 2, Cop Talk 1, Criminology 2, Urban Survival 1, Conceal 6, Disguise 2, Driving 4, Explosive Devices 2, Infiltration 2, Stability 2
-Cobbler: You provide the right papers.
Bureaucracy 1, Forgery 4, Photography 1, Cover 6, Digital Intrusion 4, Disguise 2, Infiltration 4, Mechanics 2
-Cuckoo: You pretend to be someone else.
Flattery/Flirting 2, High Society 2, Reassurance 2, Cover 3, Disguise 8, Filch 2, Gambling 3, Sense Trouble 2
-Hacker: You crack the passwords.
Cryptography 1, Data Recovery 2, Electronic Surveillance 2, Traffic Analysis 1, Urban Survival 1, Digital Intrusion 10, Disguise 2, Infiltration 2, Mechanics 4
-Medic: Heal yours, fuck up theirs.
Bullshit Detector 2, Chemistry 1, Diagnosis 2, Forensic Pathology 1, Interrogation 1, Pharmacy 1, Medic 10, Shrink 8
-Investigator: You figure it out.
Bureaucracy 1, Cop Talk 1, Interrogation 1, Law 1, Notice 2, Disguise 2, Hand-To-Hand 6, Infiltration 2, Sense Trouble 2, Surveillance 6
-Mule: You cross the borders.
Bureaucracy 1, Forgery 1, Negotiation 2, Outdoor Survival/Urban Survival 1, Streetwise 1, Conceal 8, Driving 4, Piloting 2, Surveillance 4
-Muscle: You hit it.
Interrogation 1, Intimidation 1, Military Science 2, Outdoor Survival/Urban Survival 2, Athletics 6, Hand-To-Hand 8, Shooting/Weapons 4.
-Watcher: You keep an eye on things.
Electronic Surveillance 2, Notice 1, Photography 2, Tradecraft 1, Urban Survival 1, Disguise 2, Infiltration 2, Driving 4, Surveillance 10
-Wet Worker: You kill things.
Intimidation 2, Streetwise 2, Urban Survival 2, Shooting/Weapons 10, Hand-to-Hand 4, Surveillance 4
-Wheelman: You drive.
Cop Talk 2, Streetwise 2, Urban Survival 2, Driving 10, Mechanics 4, Piloting 4
-Wire Rat: You kludge it together. Or take it apart.
Chemistry 1, Data Recovery 2, Electronic Surveillance 2, Notice 1, Conceal 3, Digital Intrusion 2, Infiltration 2, Mechanics 6, Preparedness 5
-Investigator: You figure it out.
Bureaucracy 1, Cop Talk 1, Interrogation 1, Law 1, Notice 2, Disguise 2, Hand-To-Hand 6, Infiltration 2, Sense Trouble 2, Surveillance 6
-Mule: You cross the borders.
Bureaucracy 1, Forgery 1, Negotiation 2, Outdoor Survival/Urban Survival 1, Streetwise 1, Conceal 8, Driving 4, Piloting 2, Surveillance 4
-Muscle: You hit it.
Interrogation 1, Intimidation 1, Military Science 2, Outdoor Survival/Urban Survival 2, Athletics 6, Hand-To-Hand 8, Shooting/Weapons 4.
-Watcher: You keep an eye on things.
Electronic Surveillance 2, Notice 1, Photography 2, Tradecraft 1, Urban Survival 1, Disguise 2, Infiltration 2, Driving 4, Surveillance 10
-Wet Worker: You kill things.
Intimidation 2, Streetwise 2, Urban Survival 2, Shooting/Weapons 10, Hand-to-Hand 4, Surveillance 4
-Wheelman: You drive.
Cop Talk 2, Streetwise 2, Urban Survival 2, Driving 10, Mechanics 4, Piloting 4
-Wire Rat: You kludge it together. Or take it apart.
Chemistry 1, Data Recovery 2, Electronic Surveillance 2, Notice 1, Conceal 3, Digital Intrusion 2, Infiltration 2, Mechanics 6, Preparedness 5
Once you have purchased your desired backgrounds, round them out with any leftover points you have in the following lists. Investigative Ability points are used to purchase Investigative Abilities, and General Ability Points for everything else. Try to have a broad selection; a good spy is one that is well-rounded. Ratings over 8 indicate that you are a dedicated badass or a genius in your chosen fields.
-Accounting
-Archaeology
-Architecture
-Art History
-Criminology
-Diagnosis
-History
-Human Terrain
-Languages
-Law
-Occult Studies
-Research
-Vampirology
-Bullshit Detector
-Bureaucracy
-Cop Talk
-Flattery
-Flirting
-Interrogation
-Intimidation
-Negotiation
-Reassurance
-Streetwise
-Tradecraft: This is knowledge of spy tactics.
-Astronomy
-Chemistry
-Cryptography
-Data Recovery
-Electronic Surveillance
-Forensic Pathology
-Forgery
-Notice
-Outdoor Survival
-Photography
-Traffic Analysis
-Urban Survival
-Archaeology
-Architecture
-Art History
-Criminology
-Diagnosis
-History
-Human Terrain
-Languages
-Law
-Occult Studies
-Research
-Vampirology
-Bullshit Detector
-Bureaucracy
-Cop Talk
-Flattery
-Flirting
-Interrogation
-Intimidation
-Negotiation
-Reassurance
-Streetwise
-Tradecraft: This is knowledge of spy tactics.
-Astronomy
-Chemistry
-Cryptography
-Data Recovery
-Electronic Surveillance
-Forensic Pathology
-Forgery
-Notice
-Outdoor Survival
-Photography
-Traffic Analysis
-Urban Survival
-Athletics
-Conceal
-Cover
-Digital Intrusion
-Driving
-Disguise
-Explosive Devices
-Filch
-Gambling
-Hand To Hand
-Health
-Infiltration
-Mechanics
-Medic
-Network
-Piloting
-Preparedness
-Sense Trouble
-Shooting
-Shrink: Psychological Assessment, treatment and warfare
-Stability
-Surveillance
-Weapons
-Conceal
-Cover
-Digital Intrusion
-Driving
-Disguise
-Explosive Devices
-Filch
-Gambling
-Hand To Hand
-Health
-Infiltration
-Mechanics
-Medic
-Network
-Piloting
-Preparedness
-Sense Trouble
-Shooting
-Shrink: Psychological Assessment, treatment and warfare
-Stability
-Surveillance
-Weapons
With that done, you need to find a way to keep yourself stable. As Agent Willis Huntley said, "Where the flag hangs, that's America. This is a slice of the US of A away from the savages out that door."
Every player needs three Sources Of Stability for their agent: A Symbol, A Person Of Solace, and a Place of Safety. As long as these three remain intact and safe, and they can be safely reached, you can refresh 2 points of lost Stability. The exception is the Place Of Safety; if you can reach that without detection, you regain all Stability lost, and refresh all of your ability pools.
Finally, your agent needs a Drive, something that turns them from your regular intelligence operative into the protagonist of their own spy-thriller. The thing that keeps James Bond working for MI6, the spark that turned Jack Ryan from analyst to field agent and then to US President, the motivation that has Michael Weston continuing the spy game while burned.
When a Drive is invoked and appropriate for the situation, you can pick any General Ability to refresh 2 points in if you have spent any.
And after that? After that you need a name, your gender, your age, a description and a backstory.
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