TEXT: NIGHT'S
  BLACK
  AGENTS
  demo by 
  kevin kulp
  A Vampire Spy Thriller Game by Kenneth Hite
  Based on the GUMSHOE System by Robin D. Laws
  
  Publisher: Simon Rogers
  Author: Kevin kulp
  Layout: Chris Huth
  Artwork: Alessandro Alaia, Phil reeves
  GUMSHOE System: Robin D Laws
  excess baggage is designed as a short demo game and introduction to the 
  Night's black agents world. the core rules and supplements are available from
  www.pelgranepress.com
  ©2012 Pelgrane Press Ltd. All rights reserved. Night’s Black Agents is a trademark of Pelgrane Press Ltd. 
  
  EXCES
  BAGGAG
  Demo goal  
  Your job is to give new players a fast 20 
  minute experience that feels like it could 
  have been torn from the best James Bond, 
  Jason Bourne or Mission Impossible 
  movies. This requires a cinematic demo 
  that stays rules-light, even as it explores 
  some of the game’s major mechanics and 
  themes. A quick game like this gives the 
  player the cinematic feel of “we’re badass 
  spies!” lets them save the day against high 
  stakes, and lets them see how general 
  and investigative skills work. 
  Ignore all extraneous rules and skills 
  and only focus on the relevant ones. Don’t 
  explain any rule until it actually becomes 
  necessary in the demo. When the players 
  ask for something, your default answer 
  should be “Yes, and...” instead of “No.” 
  Demo Summary 
  The PCs chase a terrorist through the 
  streets of Krakow Poland. The car they 
  are chasing contains Nikolai Limrovich, 
  a sleazy Russian arms dealer. The car is 
  driven by his bodyguard. The players 
  believe that Nikolai stole a suitcase-
  sized nuclear device from a secret Polish 
  military facility. The PCs have to stop 
  him before he and his bodyguard escapes 
  with the goods. 
  What the PCs don’t know is that 
  Limrovich is also a Renfield, the hand-
  picked assistant of a vampire. This makes 
  him tougher and more resilient than most 
  people; despite looking cadaverously 
  thin, he has enough unnatural strength 
  to rip a man in two.
  During the demo the players will stop 
  his car (probably by crashing it), kill or 
  capture Limrovich and his bodyguard, 
  and recover the nuclear device.
  Setup 
   
   2 players: Use Oliver “Ashcan” 
  Quinn (driver) and either 
  Felix DuBois (assassin) or 
  Gabriella Castellanos (thief).
   
   3 players: Use Oliver 
  “Ashcan” Quinn (driver), 
  Felix DuBois (assassin) and 
  Gabriella Castellanos (thief).
   
   4 players: Use Oliver “Ashcan” 
  Quinn (driver), Felix DuBois 
  (assassin), Gabriella Castellanos 
  (thief) and Jackson Lee (hacker).
   
   5 players: Use Oliver “Ashcan” 
  Quinn (driver), Felix DuBois 
  (assassin), Gabriella Castellanos 
  (thief), Jackson Lee (hacker) and 
  Persephone Cardiff (analyst).
  You’ll need several index cards to 
  track the chase distances. No other 
  miniatures or battlemap are needed for 
  combat. You’ll need 1d6 and a pencil.
  A map of Krakow is included to show 
  how the Wisla River snakes back and 
  forth across the city. The PCs will be 
  racing along these roads and bridges at 
  the game’s start. Describe the roadway 
  and make up any detail you want; the 
  players aren’t going to know Krakow any 
  better than you do.
  Chase Rules 
  This is a perfect opportunity to use the 
  Thriller Chase rules (page 53), although 
  it seems a little odd in a demo to use 
  a non-typical rules mechanic. You can 
  either use the Thriller rules (if you’re 
  familiar and comfortable with them) or 
  handle driving checks traditionally and 
  have Limrovich crash when he fails his 
  driving check. In either case, have the 
  driver (Oliver “Ashcan” Quinn) make 
  driving checks while the other characters 
  in the car take offensive actions to stop or 
  slow Limrovich down. The chase should 
  be dramatically narrated, so allow the 
  players to add detail as needed. 
  
  Nameless bodyguard destined 
  to be messily killed (4+ PCs):
  General Abilities: Athletics 8, 
  Driving 8, Hand-to-Hand 6, Health 
  9, Shooting 8, Weapons 8
  Hit Threshold: 4 
  Alertness Modifier: +0
  Stealth Modifier: -1
  Damage Modifier: -2 (fist), -1 
  (blackjack, knife), +0 (club), +1 
  (9mm Makarov PMM pistol)
  Hit Threshold: 3 
  Alertness Modifier: +0
  Stealth Modifier: -1
  Damage Modifier: -2 (fist), -1 
  (blackjack, knife), +0 (club), +1 
  (9mm Makarov PMM pistol)
  Note that the strength of both Limrovich and 
  his bodyguard increase if there are more than 
  3 players. 
  Nikolai Limrovich (4+ PCs): 
  A Vampiric Renfield (p. 152)
  General Abilities: Aberrance 9, 
  Explosive Devices 5, Hand-to-Hand 
  8, Health 12, Shooting 5, Weapons 7
  Hit Threshold: 4
  Alertness Modifier: +1
  Stealth Modifier: +1
  Damage Modifier: -1 (fist), +0 (knife), 
  +1 (9mm Makarov PMM pistol)
  Power: Vampiric strength - each 2 
  Aberration spent add +1 melee dmg
  The Villains 
  Nikolai Limrovich (2 or 3 PCs)
  A Vampiric Renfield (p. 152)
  General Abilities: Aberrance 7, 
  Explosive Devices 5, Hand-to-Hand 
  6, Health 9, Shooting 5, Weapons 7
  Hit Threshold: 4
  Alertness Modifier: +1
  Stealth Modifier: +1
  Damage Modifier: -1 (fist), +0 (knife), 
  +1 (9mm Makarov PMM pistol)
  Power: Vampiric strength - each 2 
  Aberration spent add +1 melee dmg
  Nameless bodyguard destined 
  to be killed messily (2 or 3 
  PCs): 
  General Abilities: Athletics 6, 
  Driving 6, Hand-to-Hand 4, Health 
  6, Shooting 6, Weapons 6
  
  Stage 1:  
  The Chase 
  Questions to Ask
   
   Ask the players what time 
  of day or night it is.
   
   Ask the players if they have the 
  faster or the more maneuverable 
  car (their choice).
   
   Ask the players to describe their 
  car, which must be able to hold 
  all of the PCs. They’re welcome 
  to have anything from a stolen 
  bread truck to an armored SUV 
  to an expensive sports car.
  Setting the Scene
  Describe an aerial view of the city, 
  as if from a camera on a helicopter 
  at the start of a movie. Describe the 
  choked highways. As the camera moves 
  in, describe the flashing lights of 
  emergency vehicles and the multiple 
  accidents choking traffic. Finally, tell the 
  players that they’re responsible for those 
  accidents, and that they’re racing after a 
  terrorist who has stolen a suitcase-sized 
  nuke from a local military arms depot. 
  Time to get it back before he can escape.
  Typical General Abilities used:
   
   Athletics (to climb onto the car 
  roof or leap from car to car)
   
   Digital Intrusion (to hack into 
  OnStar or the traffic light network)
   
   Driving (to catch up)
   
   Hand-to-Hand (once 
  the car is stopped)
   
   Mechanics (for use as 
  Preparedness by Quinn)
   
   Network (to have a local 
  friend in law enforcement)
  scenes
  doubt, describe whatever you’d expect 
  to see in a Bourne movie. Encourage 
  the players to add detail.
  If Jackson Lee is one of the characters, 
  feel free to give the player the option of 
  his character participating via remote 
  quadrotor drone while his character 
  lounges somewhere in a coffee shop 
  simultaneously playing MMOs.
  This scene ends when the PCs stop 
  the terrorists’ car, either by blowing 
  out a tire, otherwise crashing it, or 
  killing the driver. This will probably 
  injure but not kill Limrovich, who will 
  then fight for his life and threaten to 
  detonate the device.
  Stage 2:  
  The Fight 
  Limrovich is a sleazy, backstabbing 
  Renfield who is in thrall to his vampiric 
  master (a man named Viktor Eschenko, 
  not that it matters for the purposes of 
  this scenario.) Limrovich is unwashed 
  and heroin-thin, but is astoundingly and 
  unnaturally strong. He could rip a man 
  in half if he wanted to.
  Limrovich may threaten to explode 
  the bomb on the spot, and it’s not a 
  bluff; if the car chase is going badly he’ll 
  set the bomb to a short (one to five 
  minute, your decision, whatever makes 
  for the most excitement) countdown 
  that he can cancel once the PCs let him 
  go. He’s use this as a bargaining chip to 
  try and escape. Of course, the PCs are 
  likely to just kill him and disarm the 
  bomb themselves.
  Ideally, describe the area where 
  the car grinds to a shuddering halt as 
  one that has some interesting tactical 
  options. This could be a children’s 
  playground, a local street market, a 
  traffic jam, or a square full of statues 
   
   Preparedness (to have extra weapons 
  or countermeasures already in place)
   
   Shooting (for obvious reasons)
   
   Weapons (once the bad guys 
  manage to close, or vice versa)
  Typical Investigative Abilities 
  used:
   
   Architecture (to know old 
  bridges or alleys that may be 
  a natural, narrow trap)
   
   Cop Talk or Intimidation (to 
  keep away or manipulate 
  local law enforcement)
   
   Electronic Surveillance (to tap 
  into the traffic camera network)
   
   Notice (miscellaneous advantages 
  by noticing local features that may 
  be fun to include. “Look! A local 
  amusement park to our right!”)
   
   Traffic Analysis (to know 
  local traffic patterns)
  In playtest, Quinn typically drives 
  offensively to catch up while other PCs 
  lean out of the window to shoot (with 
  the target number raised based on the 
  distance and difficulty of what they’re 
  trying to shoot; if the default number 
  is 4, target numbers could climb as 
  high as 8 with many distractions and 
  impediments), or clamber onto the car 
  roof (Athletics checks) in preparation 
  for jumping onto Limrovich’s car. 
  It’s also common for Jackson Lee to 
  hack traffic lights (Digital Intrusion 
  or a spend from Traffic Analysis), or 
  for any PC to use their Network (or 
  Preparedness) to control the flow of 
  traffic.
  Meanwhile, the chasing cars weave 
  in and out of traffic, plunge through 
  crowded market squares, speed through 
  narrow back alleys or along pedestrian 
  paths, and cause numerous accidents 
  from other nearby vehicles. When in 
  
  dedicated to Polish war heroes. The PCs 
  may need to use their skills to delay or 
  re-route Polish law enforcement officers 
  in order to give themselves some privacy 
  as they take Limrovich out.
  Stage 3:  
  Conclusion 
  Wrap up the demo by having the 
  PCs cinematically defeat Limrovich 
  and disarm the ticking nuclear device. 
  The bomb can be easily disarmed using 
  Quinn’s MOS, which makes the roll 
  automatic, or he can roll for it at Target 
  Number 8 if he’s already used his MOS 
  during the demo. Ideally the bomb will 
  be in its final few seconds when he makes 
  the attempt.
  The demo ends as the PCs escape with 
  the disarmed nuclear device, just before 
  Polish law enforcement authorities 
  arrive on the scene. 
  When the demo finishes, answer any 
  questions for the players and tell them 
  where they can buy the book. Be sure 
  to mention supplements and adventures 
  as well.
  
   
   
   
   
   
     Exposed: -1
  Full Cover: +1
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Accounting
  Archaeology
  Architecture
  Art History
  Criminology
  Diagnosis
  History
  Human Terrain
  Languages
  Law
  Military Science
  Occult Studies
  Research
  Vampirology
  Astronomy
  Chemistry
  Cryptography
  Data Recovery
  Electronic Surveillance
  Forensic Pathology
  Forgery
  Notice
  Outdoor Survival
  Pharmacy
  Photography
  Traffic Analysis
  Urban Survival
  BS Detector
  Bureaucracy
  Cop Talk
  Flattery
  Flirting
  High Society
  Interrogation
  Intimidation
  Negotiation
  Reassurance
  Streetwise
  Tradecraft
   
   
   
   
   
   
   
  Athletics
  Conceal
  Cover
  Digital Intrusion
  Disguise
  Driving
  Explosive Devices
  Filch
  Gambling
  Hand-to-Hand
  Infiltration
  Mechanics
  Medic
  Network
  Piloting
  Preparedness
  Sense Trouble
  Shooting
  Shrink
  Surveillance
  Weapons
  8
  8
  10
  2
  1
  1
  8
  8
  10
  15
  1
  8
  2
  1
  English
  Spanish
  Czech
  Russian
  Serbo-Croatian
  Israeli
  4
  Hung-Ke Lee
  Persephone Cardiff
  Oliver Quinn
  Revenge
  Symbol:
  Solace:
  Safety:
  Colombian Sneak Thief
  -12
  -11
  -10
  -9
  -8
  -7
  -6
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  -1
  0
  1
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  -12
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  0
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  15
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Obsessive
  Self-Reliant
  Proud
  Passionate
  Stubborn
  Vindictive
  
  Obsessive. Self-reliant, proud, passionate, stubborn, vindictive. When you
  want something, you don't rest until it's yours.
  Striking but not beautiful: coffee-colored skin, long dark hair, dark eyes, high
  cheekbones. Haunted, hungry look. Intrinsic grace, superb wardrobe.
  You grew up on the streets of Medellin, Colombia, running errands for the
  same cabrón drug cartel that ate up and spit out your parents. Your mother
  died when you were five, a diseased prostitute; your father was executed
  when you were seven, supposedly for disobeying the jefe of the cartel. You
  swore then that you'd find a way to make them pay. You taught yourself how to
  pick locks and get into places where you weren't wanted. In some ways,
  that's never changed.
  You worked for the DAS as a black bagger until you realized that the Colombian
  drug lords were simply paying them off for immunity. Then you went freelance.
  The United Nations recruited you (quite politely, really) for their terrorist task
  force about a year ago. You haven't been back to South America since. You
  miss it.
  Life is worth living as hard and fast as possible, because the end is always
  quick and ugly. There's a freedom knowing that you can go anywhere and
  take what you want. That's why it bothers you so much when there's something
  you can't have. You know it's a weakness, but it's a fun one.
  Hung-Ke Lee, American Hacker. He does to data the same thing that you do
  to buildings, and you find it fascinating. You find him fascinating as well and
  take every opportunity to watch him, even if it means using slightly unorthodox
  means. You trust him completely, even if he finds your attention off-putting.
  He'll come around. The two of you are clearly soul mates.
  Persephone Cardiff, British Analyst. She's cold and remote, but she's
  intriguing and can see patterns where you see only noise. Bring her intel and
  she'll find out what's at its core. You envy this, and the two of you have built an
  unsteady friendship.
  Oliver "Ashcan" Quinn, Irish Explosives/Wheelman. Oliver feels like your
  father, if your father had drank continuously, told ghost stories, driven like a
  madman and delighted in blowing things up. You trust him, and it's a shame
  that he's retiring after this last mission.
  Mace Hunter, American Con Man. You thought you loved him at first. Then
  you left his bed and found out that what you loved was just one more facade
  covering a blank, empty hole where his heart should be. You hate him for that,
  and for still pretending he cares. You still have to work with him, but you don't
  have to make it easy.
  Dr. Felix duBois, French Assassin. This man secretly terrifies you. He's good
  at what he does; he is so suave, so secure; he'd smile at you reassuringly as
  he ever-so-gently slit your throat. You'll have to find a way to work with him,
  because you wouldn't want him as an enemy.
  Jump In: (p75) Spend 4 Athletics or 3
  Shooting, Weapons, or Hand-to-Hand
  points at the end of any other
  character’s action to take the next action.
  (A combat spend requires an attack.)
  Parkour: (p58) Once per foot chase, gain
  a 3-point Athletics refresh by uttering
  a brief, evocative narrative description
  of your athletic endeavours.
  Support Move: (p76) Make an Athletics
  maneuver to grant a comrade a bonus
  on a combat roll.
  Breakfall: (p80) -2 from falling damage.
  Perfect Holdout: (p27) Hide a small
  item on your person or in your clothing
  that cannot be found without an X-ray
  or strip search.
  No Slipups: (p29) After rolling a Filch
  test while undistracted and not directly
  observed, describe an averted failure
  and gain +1 to the roll for each 2 Filch
  points you spend.
  Eye of the Tiger: (p31) Spend 1 Hand-
  to-Hand pool point to assess an
  opponent's Hand-to-Hand rating
  relative to your own.
  Extra Unarmed Attacks: (p74) Spend 3
  Hand-to-Hand and 2 Health after a
  successful attack to make an additional
  attack. (Against a different opponent,
  Hit Threshold increases by 2.)
  Martial Arts: (p75) Once per fight, gain
  a 3-point Hand-to-Hand refresh by
  uttering a brief, evocative narrative
  description of your combat actions.
  Mook Shield: (p76) Spend 3 Hand-to-
  Hand points to make a Hand-to-Hand
  attack against a mook in Point-Blank
  range (+2 Athletics points for Close
  range). If successful, the mook
  provides Cover and Armor against
  incoming fire.
  Feint: (p74) Spend up to 3 Hand-to-
  Hand points to reduce an opponent’s
  Hit Threshold by the same amount
  until the end of your action in the
  following round.
  Smash or Throw: (p76) Spend 2
  Hand-to-Hand points to Smash or
  Throw an opponent in Point Blank
  Range.  Smashing into something
  hard or breakable deals -1 damage;
  hard and projecting deals +0 damage.
  Throwing deals 1 less damage, but
  the opponent lands at Close Range
  and moves to the end of the combat
  rank order.
  Open Sesame: (p31) Automatically
  pick or bypass any normal,
  commercial door lock or alarm (on
  buildings or vehicles) without a test.
  Extra Shooting Attacks: (p74) Spend
  4 Shooting and 1 Stability after a
  successful attack to make an additional
  attack. (Against a different opponent,
  Hit Threshold increases by 2.)
  Two Pistols: (p74) Spend 3 Shooting
  and 2 Athletics to attack with two
  pistols.  Against two targets, choose
  one to gain a +2 to Hit Threshold.
  Sniping: (p76) Take a round to aim with
  a rifle to reduce target's Hit Threshold
  by 1, or by 2 if the target is unaware.
  Suppressive Fire: (p77) Make a
  Shooting test with an automatic
  weapon to discourage opponents from
  crossing a line.
  Technothriller Monologue: (p77) Once
  per fight, gain a 3-point Shooting refresh
  by uttering a brief narrative description of
  your actions with technical jargon.
  Point-Blank Range: (p67) All firearms
  deal +2 damage at Point Blank Range.
  Called Shots: (p72) With a firearm
  (beyond point-blank range) or
  weapon, attacking the head or throat
  (+3 Hit Threshold) or chest (+2 if target
  is facing) adds +2 damage; attacking
  the heart (+3 Hit Threshold) adds +3
  damage. Unarmed, joint or throat (+3
  Hit Threshold) adds +2 damage, eye
  (+4 Hit Threshold) adds +3 damage.
  
   
   
   
   
   
     Exposed: -1
  Full Cover: +1
  Accounting
  Archaeology
  Architecture
  Art History
  Criminology
  Diagnosis
  History
  Human Terrain
  Languages
  Law
  Military Science
  Occult Studies
  Research
  Vampirology
  Astronomy
  Chemistry
  Cryptography
  Data Recovery
  Electronic Surveillance
  Forensic Pathology
  Forgery
  Notice
  Outdoor Survival
  Pharmacy
  Photography
  Traffic Analysis
  Urban Survival
  BS Detector
  Bureaucracy
  Cop Talk
  Flattery
  Flirting
  High Society
  Interrogation
  Intimidation
  Negotiation
  Reassurance
  Streetwise
  Tradecraft
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8
  10
  2
  2
  2
  3
  4
  10
  15
  1
  2
  8
  6
  8
  English
  French
  Czech
  Oliver Quinn
  Mace Hunter
  Hung-Ke Lee
  Nowhere Else To Go
  Symbol:
  Solace:
  Safety:
  Self-Controlled
  Precise
  Dispassionate
  Perfectionist
  Optimistic
  Asexual
  French Assassin
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
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  15
  -12
  -11
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  -9
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  15
  Athletics
  Conceal
  Cover
  Digital Intrusion
  Disguise
  Driving
  Explosive Devices
  Filch
  Gambling
  Hand-to-Hand
  Infiltration
  Mechanics
  Medic
  Network
  Piloting
  Preparedness
  Sense Trouble
  Shooting
  Shrink
  Surveillance
  Weapons
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4
  
  Self-controlled. Others see exactly what you want them to see, and no more.
  Precise, dispassionate, perfectionist, and something of an optimist. Asexual,
  except when you need someone to think otherwise.
  Always groomed, dapper and self-assured. Black hair, black mustache, dark
  eyes. Long pianist's fingers – "strangler's hands," your grandmother called
  them – and a reassuring little smile.
  You already had quite the successful medical career when you were recruited
  by the DGSE. They'd learned that you lacked certain... scruples... about elderly
  patients who were already in ill health. With their evidence hanging over you
  it was a simple decision to go into professional, governmental wetwork. To
  your surprise, you very much enjoyed it. You were good at it, and for the first
  time in your life you found that you were caring about something other than
  yourself or playing the piano. It was a revelation.
  Well, you may have changed, but the governmental blackmail didn't, and
  you've been shuttled around on any number of missions. You welcome and
  applaud the challenge. You dream of a time that your work leads you to
  actually care with all your heart and soul about another creature, but it hasn't
  happened yet. You are currently with a superb UN anti-terrorist team who has
  mostly welcomed you. You're fairly sure this pleases you.
  Oliver "Ashcan" Quinn, Irish Explosives/Wheelman. This man bewilders
  and pleases you. You don't understand him at all. He's a raw mess of
  emotions and needs, but he seems to have made it work for so long that he's
  finally on the brink of retirement. As unlikely as it may seem, you may have
  actually become friends. That's never happened before.
  Mace Hunter, American Con Man. He's a sociopath who cares too much,
  and it's driving him insane. You're not sure if anyone else sees this or not. It'll
  be fascinating to watch. Hunter assumes role after role, and he's never able
  to fully disengage from the ones where he's supposed to feel. You understand
  him well enough to trust him.
  Hung-Ke Lee, American Hacker. The boy is so proud of his every
  accomplishment. He's afraid of you, but you understand how to manipulate
  him well enough that you trust him in the field. His talent is notable.
  Persephone Cardiff, British Analyst. Cardiff likes you, even when you're not
  trying to be liked, and it unnerves you. You don't understand why. She's excellent
  to work with, but what is she hiding? What's her game?
  Gabriella Castellanos, Colombian Sneak Thief. This girl fears you although
  you've given her no cause. She's the reverse of you in many ways: passionate,
  stubborn and vindictive. While you don't care about this at all, you worry it may
  make it hard for her to work with you professionally. You are reserving judgment
  until you decide for yourself.
  Jump In: (p75) Spend 4 Athletics or 3
  Shooting, Weapons, or Hand-to-Hand
  points at the end of any other
  character’s action to take the next action.
  (A combat spend requires an attack.)
  Parkour: (p58) Once per foot chase, gain
  a 3-point Athletics refresh by uttering
  a brief, evocative narrative description
  of your athletic endeavours.
  Support Move: (p76) Make an Athletics
  maneuver to grant a comrade a bonus
  on a combat roll.
  Breakfall: (p80) -2 from falling damage.
  Extra Shooting Attacks: (p74) Spend
  4 Shooting and 1 Stability after a
  successful attack to make an additional
  attack. (Against a different opponent,
  Hit Threshold increases by 2.)
  Two Pistols: (p74) Spend 3 Shooting
  and 2 Athletics to attack with two
  pistols.  Against two targets, choose
  one to gain a +2 to Hit Threshold.
  Sniping: (p76) Take a round to aim with
  a rifle to reduce target's Hit Threshold
  by 1, or by 2 if the target is unaware.
  Suppressive Fire: (p77) Make a
  Shooting test with an automatic
  weapon to discourage opponents from
  crossing a line.
  Technothriller Monologue: (p77) Once
  per fight, gain a 3-point Shooting refresh
  by uttering a brief narrative description of
  your actions with technical jargon.
  Quincy Morris' Bowie Knife: (p35) You
  can throw any balanced hand weapon
  at a target within Near range at no
  penalty to Difficulty or damage.
  Extra Weapon Attacks: (p74) Spend
  3 Weapons and 2 Health after a
  successful attack to make an additional
  attack. (Against a different opponent,
  Hit Threshold increases by 2.)
  Martial Arts: (p75) Once per fight, gain
  a 3-point Weapons refresh by uttering
  a brief, evocative narrative description
  of your combat actions.
  Feint: (p74) Spend up to 3 Hand-to-
  Hand points to reduce an opponent’s
  Hit Threshold by the same amount
  until the end of your action in the
  following round.
  Smash or Throw: (p76) Spend 2
  Hand-to-Hand points to Smash or
  Throw an opponent in Point Blank
  Range.  Smashing into something
  hard or breakable deals -1 damage;
  hard and projecting deals +0 damage.
  Throwing deals 1 less damage, but
  the opponent lands at Close Range
  and moves to the end of the combat
  rank order.
  First Aid: (p62) Restore 2 Health to
  another agent for each Medic point you
  spend (or 1 Health to yourself). Once
  per scene, you can restore 1 Health
  even if your Medic pool is at 0.
  Point-Blank Range: (p67) All firearms
  deal +2 damage at Point Blank Range.
  Called Shots: (p72) With a firearm
  (beyond point-blank range) or
  weapon, attacking the head or throat
  (+3 Hit Threshold) or chest (+2 if target
  is facing) adds +2 damage; attacking
  the heart (+3 Hit Threshold) adds +3
  damage. Unarmed, joint or throat (+3
  Hit Threshold) adds +2 damage, eye
  (+4 Hit Threshold) adds +3 damage.
  
   
   
   
   
   
     Exposed: -1
  Full Cover: +1
  Accounting
  Archaeology
  Architecture
  Art History
  Criminology
  Diagnosis
  History
  Human Terrain
  Languages
  Law
  Military Science
  Occult Studies
  Research
  Vampirology
  Astronomy
  Chemistry
  Cryptography
  Data Recovery
  Electronic Surveillance
  Forensic Pathology
  Forgery
  Notice
  Outdoor Survival
  Pharmacy
  Photography
  Traffic Analysis
  Urban Survival
  BS Detector
  Bureaucracy
  Cop Talk
  Flattery
  Flirting
  High Society
  Interrogation
  Intimidation
  Negotiation
  Reassurance
  Streetwise
  Tradecraft
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8
  3
  10
  10
  2
  2
  4
  10
  15
  1
  2
  4
  2
  8
  English
  Spanish
  Chinese
  Persephone Cardiff
  Mace Hunter
  Oliver Quinn
  Thrill-Seeker
  Symbol:
  Solace:
  Safety:
  Funny
  Insightful
  Brilliant
  Inventive
  Adrenaline Junky
  Creative
  Athletic
  A Little Needy
  American Hacker
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  Athletics
  Conceal
  Cover
  Digital Intrusion
  Disguise
  Driving
  Explosive Devices
  Filch
  Gambling
  Hand-to-Hand
  Infiltration
  Mechanics
  Medic
  Network
  Piloting
  Preparedness
  Sense Trouble
  Shooting
  Shrink
  Surveillance
  Weapons
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4
  
  Risk-seeker and adrenaline junky. Funny, insightful, brilliant, inventive, creative,
  athletic. A little too needy – for fame, for recognition, for praise, for excitement,
  for love and close friendship.
  Black hair, dark eyes, athletic build, medium height. Great smile. Contact
  lenses. Looks more like an athlete than a hacker, with hands that show
  signs of tool use.
  You were recruited out of MIT as a Sophomore and you haven't looked back
  once. You were CIA until it got boring. They pushed back when you asked for
  more hands-on work. The UN Task Force for International Terrorism (UNIT)
  proved to be a lot more amenable. You hacked their systems to put yourself
  at the top of their recruitment lists, and the rest is history.
  You were born in San Diego to parents raised in Hong Kong. They think
  you're an accountant. It's tough not maintaining contact with old friends and
  family; you're in this line of work because there's nothing else more
  exhilarating, and you wish you could tell them the truth. That'll never happen,
  though. You can't take a risk of getting burned and forced out of the trade.
  You're a little lonely, though. It's tough not being able to make close friends.
  You take great pride in your skill as a hacker and electronic craftsman. You
  personally constructed most of the team's electronic equipment, and you
  know how to wield data like a sword. You also know how to wield a sword...
  and a knife, and a club, and a garrote. That's half the fun.
  Persephone Cardiff, British Analyst. She's the untouchable ice queen, all-
  knowing and up on a pedestal. She sees patterns in data that even you miss.
  You've never met anyone quite like her, and the fact that she wants nothing to
  do with intimacy makes her all the more interesting. You trust her completely.
  Mace Hunter, American Infiltrator and Con Man. You never heard about him
  while you were in the CIA, but he's astonishing to watch work – both
  professionally and on women. He can change appearances and personalities
  in seconds. You trust him, but he's probably not so sure about you. You're not
  sure why. Perhaps you need to prove yourself.
  Oliver "Ashcan" Quinn, completely insane Irish Explosives/Wheelman.
  Ollie's great. He's like your granddad, if your granddad liked to drink heavily,
  drive cars at 110 MPH and blow things up on a lark. He's probably not the
  sanest agent you've ever met – he has superstitions and prejudices -- but he's
  a professional and a friend. You'll miss him when he finally retires next month.
  Gabriella Castellanos, Colombian Black Bagger and Cleaner. She's
  gorgeous, sure, but she's creepy. You'll never forget waking up to find her
  hanging from the ceiling of your bedroom, staring at you. If she was trying to
  psyche out the new member of the team, it worked. You have trouble trusting
  a woman who can pick a lock in the time it takes you to get your keys out.
  Dr. Felix duBois, French Assassin. He's a professional in every sense of the
  word: a medical doctor who kills people in cold blood. He's just so... so blasé
  about it. He treats it like a boring job task. You can't understand a man like that.
  Jump In: (p75) Spend 4 Athletics or 3
  Shooting, Weapons, or Hand-to-Hand
  points at the end of any other
  character’s action to take the next action.
  (A combat spend requires an attack.)
  Parkour: (p58) Once per foot chase, gain
  a 3-point Athletics refresh by uttering
  a brief, evocative narrative description
  of your athletic endeavours.
  Support Move: (p76) Make an Athletics
  maneuver to grant a comrade a bonus
  on a combat roll.
  Breakfall: (p80) -2 from falling damage.
  Cracker's Crypto: (p28) Your team's
  electronic communications are
  encrypted.
  Swiss Army Prep: (p31) You can
  spend Mechanics pool points for
  Preparedness tests with a jaunty
  explanation. Alternatively, add 1 point
  to another agent's Preparedness test
  for each 2 Mechanics points you
  spend.
  Quincy Morris' Bowie Knife: (p35) You
  can throw any balanced hand weapon
  at a target within Near range at no
  penalty to Difficulty or damage.
  Extra Weapon Attacks: (p74) Spend
  3 Weapons and 2 Health after a
  successful attack to make an additional
  attack. (Against a different opponent,
  Hit Threshold increases by 2.)
  Martial Arts: (p75) Once per fight, gain
  a 3-point Weapons refresh by uttering
  a brief, evocative narrative description
  of your combat actions.
  Feint: (p74) Spend up to 3 Hand-to-
  Hand points to reduce an opponent’s
  Hit Threshold by the same amount
  until the end of your action in the
  following round.
  Point-Blank Range: (p67) All firearms
  deal +2 damage at Point Blank Range.
  Called Shots: (p72) With a firearm
  (beyond point-blank range) or
  weapon, attacking the head or throat
  (+3 Hit Threshold) or chest (+2 if target
  is facing) adds +2 damage; attacking
  the heart (+3 Hit Threshold) adds +3
  damage. Unarmed, joint or throat (+3
  Hit Threshold) adds +2 damage, eye
  (+4 Hit Threshold) adds +3 damage.
  
   
   
   
   
   
     Exposed: -1
  Full Cover: +1
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Accounting
  Archaeology
  Architecture
  Art History
  Criminology
  Diagnosis
  History
  Human Terrain
  Languages
  Law
  Military Science
  Occult Studies
  Research
  Vampirology
  Astronomy
  Chemistry
  Cryptography
  Data Recovery
  Electronic Surveillance
  Forensic Pathology
  Forgery
  Notice
  Outdoor Survival
  Pharmacy
  Photography
  Traffic Analysis
  Urban Survival
  BS Detector
  Bureaucracy
  Cop Talk
  Flattery
  Flirting
  High Society
  Interrogation
  Intimidation
  Negotiation
  Reassurance
  Streetwise
  Tradecraft
   
   
   
   
   
   
   
  Athletics
  Conceal
  Cover
  Digital Intrusion
  Disguise
  Driving
  Explosive Devices
  Filch
  Gambling
  Hand-to-Hand
  Infiltration
  Mechanics
  Medic
  Network
  Piloting
  Preparedness
  Sense Trouble
  Shooting
  Shrink
  Surveillance
  Weapons
  8
  8
  12
  8
  2
  3
  6
  2
  15
  2
  3
  8
  4
  English
  Spanish
  Russian
  Dr. Felix duBois
  Persephone Cardiff
  Gabriella Castellanos
  Atonement
  Symbol:
  Solace:
  Safety:
  Engaging
  Charming
  Extroverted
  Convincing
  Seductive
  Chameleon-Like
  Hollow
  Haunted
  American Con Man
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4
  
  Engaging, charming, extroverted, convincing, seductive, chameleon-like,
  hollow, haunted. You're so good at acting and thinking on your feet that almost
  no one knows how dead you are inside.
  Whatever you want it to be. You're a master of disguise. Naturally, however,
  you're ruggedly handsome with brown eyes and a square chin.
  Your time with the CIA was well spent. They took an ambitious, naive stage
  actor and turned him into a chameleon who would infiltrate terrorist groups,
  earn their trust, and then betray them. It starts to wear on you after a while, you
  know? The worst was the IRA cell where you turned the group in and the Brits
  flubbed the takedown. 28 people dead, including the woman who loved you
  and her three children. That's when you shut most of yourself off and walked
  away.
  Not for long, though. The UN Task Force for International Terrorism (UNIT)
  contacted you and dragged you out of your self-imposed exile in the Florida
  Keys. You're back in the job again, but now you're making a bigger difference.
  Maybe it will help. You doubt it. Still, there's no reason to worry your team; with
  them you're all ambition and smiles, creativity and competence. They buy it,
  of course. It's what you do. And maybe you'll find a way to salve your conscience.
  Dr. Felix duBois, French Assassin. You understand him and you trust him.
  He's a doctor who turned to state-mandated assassination, but he's good to
  talk to. You consider him a friend.
  Persephone Cardiff, British Analyst. She's cold, hard, beautiful and ruthlessly
  efficient. She's also good fun to drink with. If competent women are sexy,
  she's a knockout, and you trust her professionally.
  Gabriella Castellanos, Colombian Black Bagger. She can infiltrate damn
  near anything, and you work well enough together that you trust her. You're
  not sure she thinks much of you, though. You shouldn't have treated her like
  all the other faceless women who briefly meander through your life. Gabriella's
  special, and not just for her fierce temper.
  Hung-Ke Lee, American Hacker. He hero-worships you, and only you know
  what a horrible idea that is. You're not worthy of idolatry. So you push him
  away, even if you'd otherwise be good friends.
  Oliver "Ashcan" Quinn, Irish Explosives/Wheelman. The worst possible
  person to have on the team. He's former IRA from before your incident, but he
  seems to know everyone. Does he suspect? Will he take vengeance if he
  does? You can't be sure, and so you can't let him get close, although you can't
  let it seem as if you aren't letting him get close. Ugh. He's about two weeks
  from retirement, though, so you just have to get through this mission and
  you're good.
  Jump In: (p75) Spend 4 Athletics or 3
  Shooting, Weapons, or Hand-to-Hand
  points at the end of any other
  character’s action to take the next action.
  (A combat spend requires an attack.)
  Parkour: (p58) Once per foot chase, gain
  a 3-point Athletics refresh by uttering
  a brief, evocative narrative description
  of your athletic endeavours.
  Support Move: (p76) Make an Athletics
  maneuver to grant a comrade a bonus
  on a combat roll.
  Breakfall: (p80) -2 from falling damage.
  Perfect Holdout: (p27) Hide a small
  item on your person or in your clothing
  that cannot be found without an X-ray
  or strip search.
  Connected Cover: (p28) You can use
  Cover pool points during play to create
  a connected cover identity, personally
  known to a given NPC.
  Extra Shooting Attacks: (p74) Spend
  4 Shooting and 1 Stability after a
  successful attack to make an additional
  attack. (Against a different opponent,
  Hit Threshold increases by 2.)
  Two Pistols: (p74) Spend 3 Shooting
  and 2 Athletics to attack with two
  pistols.  Against two targets, choose
  one to gain a +2 to Hit Threshold.
  Sniping: (p76) Take a round to aim with
  a rifle to reduce target's Hit Threshold
  by 1, or by 2 if the target is unaware.
  Suppressive Fire: (p77) Make a
  Shooting test with an automatic
  weapon to discourage opponents from
  crossing a line.
  Technothriller Monologue: (p77) Once
  per fight, gain a 3-point Shooting refresh
  by uttering a brief narrative description of
  your actions with technical jargon.
  Point-Blank Range: (p67) All firearms
  deal +2 damage at Point Blank Range.
  Called Shots: (p72) With a firearm
  (beyond point-blank range) or
  weapon, attacking the head or throat
  (+3 Hit Threshold) or chest (+2 if target
  is facing) adds +2 damage; attacking
  the heart (+3 Hit Threshold) adds +3
  damage. Unarmed, joint or throat (+3
  Hit Threshold) adds +2 damage, eye
  (+4 Hit Threshold) adds +3 damage.
  
   
   
   
   
   
     Exposed: -1
  Full Cover: +1
  Accounting
  Archaeology
  Architecture
  Art History
  Criminology
  Diagnosis
  History
  Human Terrain
  Languages
  Law
  Military Science
  Occult Studies
  Research
  Vampirology
  Astronomy
  Chemistry
  Cryptography
  Data Recovery
  Electronic Surveillance
  Forensic Pathology
  Forgery
  Notice
  Outdoor Survival
  Pharmacy
  Photography
  Traffic Analysis
  Urban Survival
  BS Detector
  Bureaucracy
  Cop Talk
  Flattery
  Flirting
  High Society
  Interrogation
  Intimidation
  Negotiation
  Reassurance
  Streetwise
  Tradecraft
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8
  4
  10
  10
  8
  2
  8
  15
  4
  4
  8
  2
  2
  English
  Gaelic
  Russian
  Gabriella Castellanos
  Hung-Ke Lee
  Dr. Felix duBois
  Comradeship
  Symbol:
  Solace:
  Safety:
  Proud
  Jovial
  Risk Taker
  Mischievous
  Superstitious
  Storyteller
  Thrill-Seeker
  Irish Explosives/Wheelman
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  Athletics
  Conceal
  Cover
  Digital Intrusion
  Disguise
  Driving
  Explosive Devices
  Filch
  Gambling
  Hand-to-Hand
  Infiltration
  Mechanics
  Medic
  Network
  Piloting
  Preparedness
  Sense Trouble
  Shooting
  Shrink
  Surveillance
  Weapons
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4
  
  Proud, jovial, risk taker, mischievous, superstitious, storyteller, thrill-seeker.
  Innocent looking, balding, neatly trimmed white beard, sparkling eyes,
  burn-scarred hand.
  Your daughter and three grandchildren died years ago. You're alone except for your
  team.
  Other people think you've perhaps gone a bit soft just because you interrogate folks
  by asking them questions nicely, politely, all while smiling at the detonator in your hand
  and their hastily wired new vest. Or maybe it's because you know there are some
  horrible things that lurk in the night, out at the corners of what most people see.
  You've heard them, seen them. No one believes you. So screw 'em. You love to drive
  like a madman, you love to make things go boom, and you'll damn well be doing both
  for as long as you can.
  It's been a long time since you set bombs and drove cars for the IRA, but you're still
  better at it than anyone else you've ever met. You do things Old School, and that
  means professionalism. You're not even sure if your upcoming retirement is a good
  idea. You have the feeling that you're going to miss the lifestyle. Will you wake up one
  morning and wire C4 to your neighbor's yorkie because it won't stop barking? Will you
  be racing your electric scooter down the sidewalk of whatever arse-sucking
  "retirement community" you get stuck in? Nah, unless it's fun. Doing the UN's dirty
  work against terrorists has made you a rich man. You can afford a lot of whiskey to
  drink on the private beach you plan to buy. Maybe it's not a bad idea after all.
  But for now, you're nostalgic. Treasure these moments and make the most of your
  last mission. You'll be remembering these memories for years to come.
  Gabriella Castellanos, Colombian Sneak Thief. She's the closest thing to a
  daughter you have, and perhaps she feels the same way. Girl's had a dreadful life.
  Give her a hand, make her see joy, and she'll probably do just fine once you're off the
  team.
  Hung-Ke Lee, American Hacker. Gabriella has a bit of a crush on him, but he
  hasn't learned to appreciate her quirks yet. See what you can do to play Cupid.
  Hung-Ke's good at computering but not so great at keeping friends. With any luck the
  two of you will work something out.
  Dr. Felix duBois, French Assassin. You trust him to be good at his job – he's a
  consummate professional if you've ever met one – but he's also a high-functioning
  sociopath. He just hides it well. You wonder some times if he's actually human, or if
  there's something else hiding under that skin.
  Persephone Cardiff, British Analyst. Ah, little Miss "Don't blow up the taxi cab,"
  and little Miss "Auggh 120 mph through Regent Circle is a bad idea." Pfft. The
  woman has no sense of style.
  Mace Hunter, American Con Man. You don't like him and you don't know why. The
  bastard broke Gabriella's heart, but it's more than that. He reminds you of something
  that you've never been able to place. Had you met him before? Is he a hollow shell of
  a man possessed by the ghosts of the dead? Is it his politics? Don't trust him. Keep
  him off balance. One day he'll break.
  Jump In: (p75) Spend 4 Athletics or 3
  Shooting, Weapons, or Hand-to-Hand
  points at the end of any other
  character’s action to take the next action.
  (A combat spend requires an attack.)
  Parkour: (p58) Once per foot chase, gain
  a 3-point Athletics refresh by uttering
  a brief, evocative narrative description
  of your athletic endeavours.
  Support Move: (p76) Make an Athletics
  maneuver to grant a comrade a bonus
  on a combat roll.
  Breakfall: (p80) -2 from falling damage.
  Grand Theft Auto: (p29) Spend 1
  Driving pool point to steal and start
  any standard civilian or police vehicle
  that you can drive.
  Gear Devil: (p56) Once per chase, gain
  a 3-point Driving refresh by uttering a
  brief narrative description of your
  actions in transportive detail.
  Bigger Bang: (p29, p67) Spend 3
  Explosive Devices points to add an
  extra die of damage to an explosive
  charge that you set, or 6 points to add
  2 extra dice of damage.
  Swiss Army Prep: (p31) You can
  spend Mechanics pool points for
  Preparedness tests with a jaunty
  explanation. Alternatively, add 1 point to
  another agent's Preparedness test for
  each 2 Mechanics points you spend.
  Extra Shooting Attacks: (p74) Spend
  4 Shooting and 1 Stability after a
  successful attack to make an additional
  attack. (Against a different opponent,
  Hit Threshold increases by 2.)
  Two Pistols: (p74) Spend 3 Shooting
  and 2 Athletics to attack with two
  pistols.  Against two targets, choose
  one to gain a +2 to Hit Threshold.
  Sniping: (p76) Take a round to aim with
  a rifle to reduce target's Hit Threshold
  by 1, or by 2 if the target is unaware.
  Suppressive Fire: (p77) Make a
  Shooting test with an automatic
  weapon to discourage opponents from
  crossing a line.
  Technothriller Monologue: (p77) Once
  per fight, gain a 3-point Shooting refresh
  by uttering a brief narrative description of
  your actions with technical jargon.
  Point-Blank Range: (p67) All firearms
  deal +2 damage at Point Blank Range.
  Called Shots: (p72) With a firearm
  (beyond point-blank range) or
  weapon, attacking the head or throat
  (+3 Hit Threshold) or chest (+2 if target
  is facing) adds +2 damage; attacking
  the heart (+3 Hit Threshold) adds +3
  damage. Unarmed, joint or throat (+3
  Hit Threshold) adds +2 damage, eye
  (+4 Hit Threshold) adds +3 damage.
  
   
   
   
   
   
     Exposed: -1
  Full Cover: +1
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Accounting
  Archaeology
  Architecture
  Art History
  Criminology
  Diagnosis
  History
  Human Terrain
  Languages
  Law
  Military Science
  Occult Studies
  Research
  Vampirology
  Astronomy
  Chemistry
  Cryptography
  Data Recovery
  Electronic Surveillance
  Forensic Pathology
  Forgery
  Notice
  Outdoor Survival
  Pharmacy
  Photography
  Traffic Analysis
  Urban Survival
  BS Detector
  Bureaucracy
  Cop Talk
  Flattery
  Flirting
  High Society
  Interrogation
  Intimidation
  Negotiation
  Reassurance
  Streetwise
  Tradecraft
   
   
   
   
  Athletics
  Conceal
  Cover
  Digital Intrusion
  Disguise
  Driving
  Explosive Devices
  Filch
  Gambling
  Hand-to-Hand
  Infiltration
  Mechanics
  Medic
  Network
  Piloting
  Preparedness
  Sense Trouble
  Shooting
  Shrink
  Surveillance
  Weapons
  8
  10
  2
  2
  2
  2
  4
  2
  15
  8
  8
  10
  8
  Mace Hunter
  Gabriella Castellanos
  Dr. Felix duBois
  Patriotism
  Symbol:
  Solace:
  Safety:
  Brilliant
  Sarcastic
  Professional
  Cold-Blooded
  Thorough
  Suspicious
  British Analyst
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4
  English
  Spanish
  French
  Russian
  German
  Swedish
  
  Brilliant, sarcastic, professional, cold-blooded, thorough, with an unexpected
  talent for improvisation and leadership when you can get past your natural
  suspicion. The ends justify the means.
  Pale blond hair. Hard, pale blue eyes. Light complexion. Can usually pass as
  Scandinavian; no accent in any of the six languages you speak.
  You were an MI5 Threat Analyst, and a damn good one. The moment you
  were promoted to the UNIT task forces (United Nations International Terrorism)
  was the proudest moment of your life, not that you can tell any of your old
  friends. They all think you were burned and bounced out of the service. It
  doesn't matter; serving Britain and her interests gives you a reason to put
  your life on the line.
  You're what they call an "active" analyst, which means you're usually in the
  field and taking fire. You don't always have to figure out what questions to ask,
  but you're usually the one who comes up with the answers. You take a cold,
  savage pride in delivering bad news and succeeding anyways.
  Your one vice is a tendency to drink to excess, even if you often don't show it.
  Alcohol - especially good scotch - tends to make you warmer and friendlier to
  your comrades than you normally are, and more hostile to everyone else.
  Mace Hunter, American Infiltrator and Con Man. You trust him fully. Agent
  Hunter is a former American stage actor who used his talent for improvisation
  with great success for the CIA, but something he did drove him into retirement.
  It doesn't matter what; he has your back and he's good in a pinch.
  Gabriella Castellanos, Colombian Sneak Thief. You trust her. Agent
  Castellanos raised herself from poverty on the streets of Medellin by becoming
  a superb burglar. She was recruited by the DAS for black bag operations until
  she faked her own death to join UNIT. She has secrets, but who doesn't? You
  suspect she has a crush on Hung-Ke Lee. If so, it's unprofessional.
  Dr. Felix duBois, French Assassin. You like him and trust him. Dr. duBois is
  suave, debonair and a mass murderer many times over, but he's your mass
  murderer. He handled wet work for DGSE for more than a decade before you
  met him. He's good at it.
  Hung-Ke Lee, American Hacker. You don't entirely trust him. Agent Lee is a
  cowboy, a thrill seeker all too ready to show off or throw himself into peril. His
  talents and intelligence are unarguable, but his judgment is suspect.
  Oliver "Ashcan" Quinn, Irish Explosives/Wheelman. Close to a security
  risk. Agent Quinn is weeks away from retirement, former IRA, and is probably
  insane. As far as you can tell he's on your team to hang out, sip drinks and tell
  stories. To be fair, he's also the best explosives expert you've ever seen, and
  his driving is superb. Considering how much he seems to hate Hunter,
  though, you're just not sure where his loyalties lie.
  Jump In: (p75) Spend 4 Athletics or 3
  Shooting, Weapons, or Hand-to-Hand
  points at the end of any other
  character’s action to take the next action.
  (A combat spend requires an attack.)
  Parkour: (p58) Once per foot chase, gain
  a 3-point Athletics refresh by uttering
  a brief, evocative narrative description
  of your athletic endeavours.
  Support Move: (p76) Make an Athletics
  maneuver to grant a comrade a bonus
  on a combat roll.
  Breakfall: (p80) -2 from falling damage.
  In the Nick of Time: (p33) Retroactively
  plan a surprise with a Preparedness
  test and a narrated flashback.
  Combat Intuition: (p34) Use your
  Sense Trouble rating, instead of pool,
  to determine your order of action.
  Extra Shooting Attacks: (p74) Spend
  4 Shooting and 1 Stability after a
  successful attack to make an additional
  attack. (Against a different opponent,
  Hit Threshold increases by 2.)
  Two Pistols: (p74) Spend 3 Shooting
  and 2 Athletics to attack with two
  pistols.  Against two targets, choose
  one to gain a +2 to Hit Threshold.
  Sniping: (p76) Take a round to aim with
  a rifle to reduce target's Hit Threshold
  by 1, or by 2 if the target is unaware.
  Suppressive Fire: (p77) Make a
  Shooting test with an automatic
  weapon to discourage opponents from
  crossing a line.
  Technothriller Monologue: (p77) Once
  per fight, gain a 3-point Shooting refresh
  by uttering a brief narrative description of
  your actions with technical jargon.
  First Aid: (p62) Restore 2 Health to
  another agent for each Medic point you
  spend (or 1 Health to yourself). Once
  per scene, you can restore 1 Health
  even if your Medic pool is at 0.
  Point-Blank Range: (p67) All firearms
  deal +2 damage at Point Blank Range.
  Called Shots: (p72) With a firearm
  (beyond point-blank range) or
  weapon, attacking the head or throat
  (+3 Hit Threshold) or chest (+2 if target
  is facing) adds +2 damage; attacking
  the heart (+3 Hit Threshold) adds +3
  damage. Unarmed, joint or throat (+3
  Hit Threshold) adds +2 damage, eye
  (+4 Hit Threshold) adds +3 damage.
  Feint: (p74) Spend up to 3 Hand-to-
  Hand points to reduce an opponent’s
  Hit Threshold by the same amount
  until the end of your action in the
  following round.
  Smash or Throw: (p76) Spend 2
  Hand-to-Hand points to Smash or
  Throw an opponent in Point Blank
  Range.  Smashing into something
  hard or breakable deals -1 damage;
  hard and projecting deals +0 damage.
  Throwing deals 1 less damage, but
  the opponent lands at Close Range
  and moves to the end of the combat
  rank order.
  
   
   
   
   
   
     Exposed: -1
  Full Cover: +1
  Creative Commons Attributions for Photographs
  Gabriella Castellanos
  Photograph "KAM LIN" is copyright (c) 2011 GERARDOK and made available under an Attribution-ShareAlike 2.0 license (CC BY-SA 2.0).
  http://www.flickr.com/photos/gerardok/6779213830/
  Dr. Felix duBois
  Photograph "moustache portrait" is copyright (c) 2005 telmah.hamlet and made available under an Attribution-NonCommercial-ShareAlike 2.0 license (CC BY-NC-SA 2.0).
  http://www.flickr.com/photos/telmahhamlet/7856943020/
  Hung-Ke Lee
  Photograph "ED (#22)" is copyright (c) 2010 dim7chord and made available under an Attribution-NonCommercial-ShareAlike 2.0 license (CC BY-NC-SA 2.0).
  http://www.flickr.com/photos/dim7chord/4998930395/
  Mace Hunter
  Photograph "Kult_Model_Zack_van_der_Merwe-7_15" is copyright (c) 2012 Enrique_L. and made available under an Attribution-NonCommercial 2.0 license (CC BY-NC 2.0).
  http://www.flickr.com/photos/enriquelin/7487957076/
  Oliver 'Ashcan' Quinn
  Photograph "Pigi, ristorante in Costa Azzurra" is copyright (c) 2003 orsorama and made available under an Attribution 2.0 license (CC BY 2.0).
  http://www.flickr.com/photos/orsorama/83876971/
  Perspehone Cardiff
  Photograph "Blonde at home..." is copyright (c) 2012 Latinfitness and made available under an Attribution-NonCommercial-ShareAlike 2.0 license (CC BY-NC-SA 2.0).
  http://www.flickr.com/photos/latinfitness/7154962317/
  
SOURCE: textdata/thevault/Nights Black Agents/Excess Baggage.pdf