Adventure - Gang Wars 3 - Night Life - [1990].pdf

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Official Advanced Game Adventure
Night Life
By Anthony Herring
Table of Contents
Introduction ..................………………………………….. 2
The Player Characters .........…………………………….. 3
Non-Player Character Factions ..……………………….. 7
The Spirit Bombs ..............………………………………. 9
Chapter 1: Museum Robbed! ....………………………... 10
Chapter 2: At the Scene ........……………………………. 10
Chapter 3: The Evening News ...………………………... 12
Chapter 4: Mongoose Wants Blood …………………….. 13
Chapter 5: The House of Pasta ..………………………... 15
Chapter 6: Cameron Come Home ……………………… 16
Chapter 7: Trouble at Sammy's ..………………………. 17
Chapter 8: Roxxon Oil .........…………………………….. 18
Chapter 9: Mayhem in Midtown .………………………. 20
Chapter 10: Some Time Off .....…………………………. 21
Chapter 11: The Dead Shall Rise .……………………… 22
Chapter 12: A Hot Tip ..........……………………………. 23
Chapter 13: Rumble in the Jungle ……………………... 24
Chapter 14: Strange Headlines .………………………… 26
Chapter 15: The Wildboys .....…………………………... 27
Chapter 16: Hiram Blows a Fuse ………………………. 28
Chapter 17: Into the Nether Realm …………………….. 31
Chapter 18: The Persuader ....…………………………... 33
Chapter 19: An Invitation ......…………………………... 34
Chapter 20: A Meeting of Minds ……………………….. 35
Chapter 21: Dancing Manikins ..………………………... 37
Chapter 22: A Barrel of Monkeys ……………………… 40
Chapter 23: Gator Lays an Egg .………………………... 41
Chapter 24: A Test of Strength ..………………………... 42
Chapter 25: Give Me Liberty ....………………………… 44
Chapter 26: A Giant Walks! .....………………………… 45
Epilogue: The War is Over .....………………………….. 48
Non-Player Character Roster ...………………………… 50
Credits
The Fine Print
Design: Anthony Herring
Editing: Newton Ewell
Cover Art: Jeff Butler
Interior Art: Jeff Butler with Mike Machlin
Cartography: Dennis Kauth
Production: Paul Hanchette
Typography: Tracey Zamagne
This book is protected under the copyright laws of the United States
of America. Any reproduction or other unauthorized use of the
material or artwork contained herein is prohibited without the express
written consent of TSR, Inc. and Marvel Entertainment Group, Inc.
Distributed to the book trade in the United States by Random House,
Inc., and in Canada by Random House of Canada, Ltd. Distributed to
the toy and hobby trade by regional distributors.
MARVEL SUPER HEROES is a trademark of the Marvel
Entertainment Group, Inc. All Marvel characters, character names,
and the distinctive likenesses thereof are trademarks of the Marvel
Entertainment Group, Inc. Marvel Entertainment Group Inc. All
Rights Reserved.
TSR, Inc.
POB 756
Lake Geneva,
WI 53147 U.S.A.
The TSR logo and PRODUCTS OF YOUR IMAGINATION are
trademarks owned by TSR, Inc. Game Design ®1990 TSR, Inc. All
Rights Reserved. Printed in U.S.A.
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INTRODUCTION
Welcome, true believers, to the
dramatic final chapter of the exciting
Gang Wars Trilogy. Within these pages
heart-stopping action awaits the daring
heroes on the mean streets of
Manhattan. So, let's get going!
If you missed Part 1 (MLA1, After
Midnight) and Part 2 (MLA2, Night
Moves), and don't want to buy them, do
not despair. All three adventures are
designed to be self-contained, so they
may be played individually or as a
series.
Intensity is set as a rank (Feeble,
Monstrous, and so on). Compare the
requisite Ability against the Intensity to
determine the color of the FEAT
required for success, as follows:
events of the chapter should split the
points evenly among themselves (or add
them to a Karma Pool, if the heroes
have one). However, the Judge may
give a larger portion of the Karma
Points to characters who do most of the
work.
— If the Intensity rank is greater than
the Ability rank, only a red result is
successful.
— If the two are equal, a yellow or red
result succeeds.
— If the Ability rank is greater than
the Intensity rank, then any colored
FEAT (except white, of course) is
necessary for success.
— If a FEAT does not have a stated
Intensity, assume that any color result
means success. Alternatively, you may
declare the Intensity to be Typical.
The Premise
The Fixer and Mentallo joined forces
to form a criminal organization, placing
themselves as its leaders. Calling their
gang the Faces of Fear, they decided to
bring about the downfall of
Hammerhead's branch of the Maggia.
They stole a priceless, magical book
from the Metropolitan Museum of Art,
and tried to pin the crime on
Hammerhead.
Seeking revenge, Hammerhead
attacked the Faces of Fear in
Chinatown, where the Fixer and
Mentallo had joined forces with the
remnants of the nefarious Si Fan
organization. In exchange for the arcane
book, the Si Fan promised to help the
Faces of Fear in their war against the
Maggia. The Si Fan used the book to
raise their deceased leader, the evil Fu
Manchu, from the dead.
Now that he is reborn, Fu Manchu has
drawn together the hidden forces of his
world-spanning criminal empire. Allied
with the Fixer and Mentallo, Fu Manchu
plans to escalate the Gang War as the
first step toward world domination.
Night Life contains:
— a 64 page adventure book (you're
reading it now) which details the player
characters, the non-player characters,
and the story itself.
— a pull-out map sheet that depicts
several important locations.
— a cover that features various maps
designed to help play run smoothly.
Automatic FEATs. In order to reduce
the number of dice rolls during the
game, certain simple or unimportant
actions can be considered automatic. If
the Intensity for the action is three or
more ranks lower than the hero's
Ability, the FEAT is automatic — no
roll is necessary.
The final decision as to whether a
FEAT is automatic is left to the Judge.
If a simple action is crucial to the story,
the Judge has every right to call for a
FEAT roll. In some cases, as with the
effects of poisons, a FEAT roll is
required regardless of the Intensity.
As Judge, you should read through the
entire adventure book at least once
before play commences. If you are an
inexperienced Judge, you may also wish
to review the MARVEL SUPER
HEROES rule books.
Night Life is compatible with either
the Basic or Advanced rules, and relies
heavily on material published in the
Deluxe City Campaign Set. However,
you do not have to own the campaign
set to play the Gang Wars Trilogy.
Impossible FEATs. As with Automatic
FEATs, the Judge must decide when a
FEAT is impossible. Generally, any
action with an Intensity more than one
rank above the hero's Ability may be
considered impossible.
If the action is important for the
successful completion of the adventure,
the Judge may rule that a red result
achieves success for an otherwise
impossible FEAT.
Intensity and FEATs
Getting Started
For those of you who own the
Advanced Set, this is nothing new—you
may skip it if you wish. Judges still
using the Basic Set rules should read
this section carefully.
In the Basic Set rules, a player has to
make a green FEAT roll for his
character to succeed at any action,
limited only by the Judge's discretion.
The idea of Intensity has been added in
the Advanced Set rules in order to
determine whether certain FEATs are
feasible, and the color result needed for
the FEAT to succeed.
The majority of Night Life takes place
on Manhattan Island. If you are a proud
owner of the Deluxe City Campaign Set,
you will find it very helpful.
Nevertheless, you can run Night Life
without this set.
If the super heroes in your campaign
did not play through Part 1, getting them
involved in the Gang War is no
problem. Begin with Chapter 1.
If the characters survived Parts 1 and
2, and are continuing the Gang Wars
Trilogy, begin Night Life with Chapter
3.
Karma Points
Some chapters of the adventure are
followed by a section about Karma,
which present suggested Karma awards
and reductions. All heroes who actively
participate in the
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THE PLAYER CHARACTERS
The three adventures in the Gang
Wars Trilogy are designed for use with
characters of the players' own creation.
However, should your players not have
original characters (and they don't want
to take the time to create some), allow
them to choose from those described
below.
firing a line from the club to any
adjacent area, Daredevil can use it to
swing up to 3 areas per turn.
Hawkeye
Real Name: Clint Barton
Blindness: Because he is blind,
Daredevil is unaffected by any light-
based attacks, illusions, or hypnosis.
GD
10
Health: 70
F
A
RM
30
GD
10
Karma: 22
S
E
EX
20
Talents: Daredevil is a master of
Acrobatics and possesses Martial Arts
A, B and E. He is a Weapons Specialist
with his Billy Club, receiving a +2CS to
hit. Although he has been disbarred,
Murdock retains his legal training.
R
TY
6
Resources: GD (10)
Daredevil
I
GD
10
P
TY
6
Popularity: 45
Real Name: Matthew Murdock
KNOWN POWERS:
Enhanced Vision: Hawkeye's eyesight is
Remarkable.
F
IN
40
Health: 110
A
IN
40
Background: One day, young Matt
Murdock saw a truck about to hit a blind
man. Hurling himself in front of the
vehicle, Murdock was able to keep the
man from being struck.
However, a canister of radioactive
waste the truck was carrying burst open,
and Murdock was bombarded with
radiation which blinded him, but also
heightened his other senses.
Matt Murdock later met a blind
martial arts master known as Stick, who
taught him how to use his augmented
senses and trained him as a fighter.
In order to finance his son's college
education, Murdock's father, Jack (who
was a boxer past his prime), agreed to
fix a fight. But because Matt watched
the bout, his father could not humiliate
himself in front of his son and decided
not to throw the match. Jack was later
gunned down in retaliation.
The grief-stricken Matt Murdock
finished his studies at Columbia
University, then opened a law office
with his partner, Franklin "Foggy"
Nelson.
Murdock was determined to bring his
father's killers to justice, but he could
see no legal way of doing so. Hence, he
decided to adopt the guise of a costumed
vigilante and called himself Daredevil.
He was successful in avenging his
father. Daredevil has had numerous
violent encounters with Kingpin, who
robbed Murdock of the woman he
loved, his fortune, and his legal
standing.
S
GD
10
Karma: 91
E
EX
20
Bow: His special bow enables him to
fire 3 arrows per round at a range of 7
areas.
R
TY
6
Resources: PR (4)
MN
75
I
P
GD
10
Popularity: 6
Quiver: It has a 36-shaft capacity.
KNOWN POWERS:
Enhanced Senses: Daredevil's senses of
touch, taste, hearing and smell have
been enhanced to Monstrous rank. He
can identify substances by taste, read
print on a page by touch, or track by
scent.
Overloading his senses reduces
Daredevil's Enhanced Senses to
Incredible rank. This occurs when
Daredevil experiences excessive noise
or numerous rapidly moving objects, for
example.
Daredevil can use his enhanced
hearing in a Power Stunt to determine if
a person is lying with Amazing ability.
(He listens for an erratic heartbeat.)
Harness: His costume holds 36
arrowheads in quick-release cases.
Arrowheads: All have a range of 7
areas, except where noted below. Each
arrowhead can be removed from its case
and mounted on a shaft in 2 seconds.
Acid: Inflicts Monstrous damage to
a range of 3 areas.
Bola: A Remarkable entangling
attack.
Boomerang: A computerized, self-
returning arrowhead, which may be
added to other arrowheads.
Cable: It contains a 2 area long
cable of Incredible material strength.
Electrical:
Inflicts
Amazing
Radar Sense: Daredevil has developed
an omnidirectional sense that operates
as primitive radar. He can "see" three-
dimensional images up to 3 areas away,
regardless of light conditions. Rapid
movements and chaotic conditions
reduce this Power and his Intuition to
Incredible rank. Daredevil cannot be
blindsided.
damage to a range of 5 areas.
Explosive:
Inflicts
Amazing
damage.
Flare: Causes Amazing damage to
target and gives Good Intensity light in
a 2-area radius.
Magnetic: May carry cable or
another arrowhead, causing it to adhere
with Incredible Intensity.
Net: An Incredible entanglement
attack.
Putty: Adheres to rough surfaces
with Remarkable Intensity, and may be
used to stop exposed machinery.
Rocket: May be added to other
arrowheads in order to boost their
Billy Club: Daredevil carries a Billy
Club made of Incredible strength
material. He may wield it or throw it for
Excellent Blunt damage. Daredevil can
throw it up to 1 area away and ricochet
it off multiple targets or hard surfaces
with a Power Stunt. By
3
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