Agentes de La Noche Libreto de Personaje
Agentes de La Noche Libreto de Personaje
Agentes de La Noche Libreto de Personaje
AGENTE
Name:
Background:
Previous Patron:
Drive:
Solace:
Safety:
TRUST
Spend another Agent’s Trust to:
FAMILIAR CITIES (BASED ON URBAN SURVIVAL) Enhance an Ability the other Agent possesses (1-1).
Heat: Heat: Harm or Hinder another character (1 pt spend reduces a General Ability die roll by -3 or
cancels one Investigative Ability for a scene)
Heat: Heat:
Your trust in another Agent: Another Agent’s Trust in you:
Heat: Heat:
Heat: Heat:
HOW TO USE YOUR NETWORK
At any time, you may reveal or remember the existence of a member of your network in a
given city.
Assign this contact his own pool of points taken from your unassigned Network rating; that
contact’s capacity to locate safe houses, import guns, provide false papers, etc. will resolve as a STABILITY CAP RATING
test of that contact’s pool against a Difficulty generally dependent on the level of Heat on the 1+ Everything’s OK
local jurisdiction. 0 to -5: Shaken
-6 to -11: Shattered (Acquire mental illness)
POOL
* Unlike other General abilities, Cover and Network do not refresh during or after an opera-
tion; they can only be “refilled” with experience points. -12 or less: you go incurably insane
When an incident challenges your grip on yourself, make a Stability Test versus a Difficulty
TOOLS OF THE TRADE of 4. You may spend Stability on this test. If you fail, you either suffer a negative result or lose
Stability.
PTSD Obsession
Addiction Paranoia
HEALTH CAP RATING
1+ Everything’s OK
0 to -5: Hurt* (No Investigative Spend, Test Difficulty+1)
-6 to -11: Seriously Wounded* (-2 Health per Hour)
POOL
-12 or less: Dead.
* Make a Consciousness Roll versus Absolute Current Health.
Refreshes +2 points per day of restful activity.
H.T.
Header Font, League Gothic: http://bit.ly/AuRpp7 Night’s Black Agents™ ©Pelgrane Press Ltd (2011)
Body Font, Century Expanded BT: http://bit.ly/zqvCch Character Sheet V2012feb27
INVESTIGATIVE ABILITIES GENERAL ABILITIES
ACADEMIC Military Science TECHNICAL Athletics Explosive Devices
Accounting Occult Studies Astronomy Conceal Filch
Archaeology Research Chemistry Digital Intrusion Gambling Preparedness
Architecture Vampirology Cryptography Disguise Hand-to-Hand Sense Trouble
Art History INTERPERSONAL Data Recovery Driving Infiltration Shooting
Criminology Bullshit Detector Electronic Surveillance Mechanics Light SWT:
Diagnosis Bureaucracy Forensic Pathology Medic Heavy SWT:
History Cop Talk Forgery Piloting Shrink
Human Terrain Flattery Surveillance
Languages Flirting Weapons
High Society Knife SWT:
Interrogation Notice Melee SWT:
Intimidation Outdoor Survival
Negotiation Pharmacy
HOW TO USE GENERAL ABILITIES
General Abilities help you survive whatever awfulness or mayhem your Investigative abili-
Reassurance Photography ties have uncovered. General Abilities are tested:
Spend Pool points to modify a 1d6 roll to equal or beat a Target Number.
Streetwise Traffic Analysis
Piggybacking: You act together to complete a task.
Law Tradecraft Urban Survival# One player makes test, all others pay 1 pool point which is not added to the die roll. Each
#See Familiar Cities character unable to pay increases difficulty by +2.
Cooperate: 2 characters cooperate to complete a task.
HOW TO USE INVESTIGATIVE ABILITIES One player makes test, the other pays 1 or more pool points which, all bar one, are added
Investigative Abilities allow you to gather clues. Gathering clues is simple. All you have to to the die roll.
do is: Refreshes: General Abilities refresh during the operation.
get yourself into a scene where relevant information can be gathered, Following a Drive into danger or a story complication may gain you a small refresh.
have the right ability to discover the clue, and Being within a safe haven may also gain you a small refresh.
tell the Director that you’re using it. Athletics, Driving, Hand-to-Hand, Piloting, Shooting, and Weapons fully refresh when-
Gathering Clues is free although ever 24 hours of game-world time elapses since the last expenditure.
You may spend 1-3 Pool Points to gain extra benefits, where appropriate. The remaining General abilities refresh at the end of each operation, like Investigative
Tag Team Tactical Benefit: Spend 1 pt in an Investigative Ability to grant a 3pt General abilities.
Ability pool to another agent. The receiving agent must have a rating of 1+ in that ability. Cover and Network abilities do not refresh. They can only be “refilled” with experience
Tactical Fact Finding: Spend an Investigative Pool point to gain a benefit. Tactical Fact points.
Finding has 4 elements;
An Investigative ability to gain an advantage. GENERAL ABILITY CHERRIES CAP
An action to find the information.
A tactical situation where the benefit is applicable.
The nature of the benefit.
Refreshes: Investigative Abilities only refresh at the end of the operation.
EXPERIENCE POINTS
Distribute amongst Investigative & General Abilities.
Cover & Network can only increase with Experience. XP
Experience Points can be saved.