TSR6895.MLA2.Night.M

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TSR6895.MLA2.Night.M Official Advanced Game Adventure Night Moves By Anthony Herring Table of Contents Introduction ...............……………………………………. 2 Chapter 15: Bite of the Beetle ...………………………… 23 The Player Characters .........…………………………….. 3 Chapter 16: Runaway Garbage ...………………………. 24 Non-Player Character Factions ....……………………… 7 Chapter 17: Ice of the Blizzard ..………………………... 25 Chapter 1: Museum Piece Stolen! ..…………………….. 9 Chapter 18: A Crack House Crumbles…………………. 26 Chapter 2: The Curator Tells a Tale .………………….. 10 Chapter 19: Smugglers' Blues ...………………………… 27 Chapter 3: Do Ghosts Get Hungry? .…………………… 11 Chapter 20: Avengers Assemble! .……………………… 30 Chapter 4: The China Star ......………………………..… 11 Chapter 21: Rest and Relaxation? .……………………... 33 Chapter 5: What's in the Box? ...……………………….. 12 Chapter 22: Breakout! .......……………………………… 36 Chapter 6: Oriental Curiosities ....…………………….... 14 Chapter 23: Tak's in Trouble ....………………………... 37 Chapter 7: Eddie Takes a Dive ....………………………. 15 Chapter 24: The Face of Fear ....………………………... 38 Chapter 8: ZOOM! BANG! - Fireworks!………………. 15 Chapter 25: The Informant .....………………………….. 44 Chapter 9: Mei Li Takes a Plunge ..…………………….. 17 Chapter 26: Midnight Meetings ...……………………… 45 Chapter 10: A Day Off .........……………………………. 17 Chapter 27: A Celebration .....…………………………... 48 Chapter 11: The Oriental Garden ...……………………. 18 Chapter 28: Lee Min's Treachery ..…………………….. 50 Chapter 12: Night Moves ........………………………….. 20 Chapter 29: Fu Manchu Lives! ...……………………….. 52 Chapter 13: Coils of the Constrictor .…………………... 21 Non-Player Character Roster ....………………………... 54 Chapter 14: A City's Poison ......………………………… 22 Credits The Fine Print Design: Anthony Herring This book is protected under the copyright laws of the United States Editing: Karen S. Boomgarden of America. Any reproduction or other unauthorized use of the Cover Illustration: Jeff Butler material or artwork contained herein is prohibited without the express Interior Illustrations: John Statema 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. TSR, Inc. Marvel Entertainment Group Inc. All Rights Reserved. POB 756 The TSR logo and PRODUCTS OF YOUR IMAGINATION are Lake Geneva, trademarks owned by TSR, Inc. Game Design ®1990 TSR, Inc. All WI 53147 U.S.A. Rights Reserved. Printed in U.S.A. INTRODUCTION Hello, Marvelites! Are you ready for Intensity is set as a rank (Feeble, and reductions. All heroes who actively Night Moves, Part 2 of the stupendous Monstrous, and so on). Compare the participate in the events of the chapter Gang Wars Trilogy? Let's hope so! requisite Ability against the Intensity to should split the points evenly among "Trilogy?" you ask. Yes, true determine the color of the FEAT themselves (or add them to a Karma believers, there is a Part 1 (After required for success, as follows: Pool, if the heroes have one). However, Midnight) and a Part 3 (Night Life). If the Judge may give a larger portion of you missed Part 1 and don't want to buy — If the Intensity rank is greater than the Karma Points to characters who do a copy, have no fear! All three the Ability rank, only a red result is most of the work. adventures are designed to be self- successful. contained, so they may be played — If the two are equal, a yellow or red The Premise individually or as a series. Part 3 is result succeeds. coming soon. Watch for it! — If the Ability rank is greater than The Fixer and Mentallo have joined the Intensity rank, then any colored forces to form a criminal organization, Night Moves contains: FEAT (except white, of course) is with themselves as its leaders. Calling necessary for success. their gang the Faces of Fear, the Fixer — a 64-page adventure book (you're — If a FEAT does not have a stated and Mentallo decided to bring about the reading it now) which details the player Intensity, assume that any color result downfall of Hammerhead's branch of characters, the non-player characters, means success. Alternatively, you may the Maggia. They stole a priceless, and the story itself. declare the Intensity to be Typical. magical book from the Metropolitan — a pull-out map sheet that depicts Museum of Art, and tried to pin the several important locations. Automatic FEATs. In order to reduce crime on Hammerhead. — a cover that features various maps the number of dice rolls during the Now, Hammerhead wants revenge and designed to help play run smoothly. game, certain simple or unimportant attacks the Faces of Fear in Chinatown, actions can be considered automatic. If where the Fixer and Mentallo have As Judge, you should read through the the Intensity for the action is three or joined forces with the nefarious Si Fan entire adventure book at least once more ranks lower than the hero's organization. In exchange for the arcane before play commences. If you are an Ability, the FEAT is automatic — no book, the Si Fan promised to help the inexperienced Judge, you may also wish roll is necessary. Faces of Fear in their war against the to review the Marvel Super Heroes rule The final decision on automatic Maggia. The Si Fan plans to use the books. FEATs is left to the Judge. If a simple book to raise their deceased leader, the Night Moves is compatible with either action is crucial to the story, the Judge evil Fu Manchu, from the dead. the Basic or Advanced rules, and relies has every right to call for a FEAT roll. Can the heroes protect the frightened heavily on material published in the In some cases, as with the effects of people of Chinatown, while at the same Deluxe City Campaign Set. However, poisons, a FEAT roll is required time stopping the heinous plot of the Si you do not have to own the campaign regardless of the Intensity. Fan? set to play the Gang Wars Trilogy. Impossible FEATs. As with Automatic Getting Started Intensity and FEATs FEATs, the Judge must decide when a FEAT is impossible. Generally, any The majority of Night Moves takes For those of you who own the action with an Intensity more than one place on Manhattan Island. If you are a Advanced Set, this is nothing new — rank above the hero's Ability may be proud owner of the Deluxe City you may skip it if you wish. Judges still considered impossible. Campaign Set, you will find it very using the Basic Set rules should read If the action is important for the helpful. Nevertheless, you can run Night this section carefully. successful completion of the adventure, Moves without this set. In the Basic Set rules, a player has to the Judge may rule that a red result If the super heroes in your campaign make a green FEAT roll for his achieves success for an otherwise did not play through Part 1, getting them character to succeed at any action, impossible FEAT. involved in the gang war is no problem. limited only by the Judge's discretion. Begin with Chapter 1. The idea of Intensity has been added in Karma Points If the characters survived Part 1 and the Advanced Set rules in order to are continuing the Gang Wars Trilogy, determine a) whether certain FEATs are Some chapters of the adventure are begin Night Moves with Chapter 3. feasible, and b) the color result needed followed by a section about Karma, for the FEAT to succeed. which present suggested Karma awards 2 THE PLAYER CHARACTERS The three adventures in the Gang Dagger's light, Cloak's hunger is satiated Dagger Wars Trilogy are designed for use with without requiring the deaths of innocent characters of the players' own creation. people. Real Name: Tandy Bowen However, should your players not have Intangibility: Though his facial features original characters (and they don't want appear solid, Cloak is a living shadow in F PR 4 Health: 44 to take the time to create some), allow vaguely humanoid form. Objects A PR 4 them to choose from those described (bullets and knives, for example) pass S TY 6 Karma: 30 below. harmlessly through him, granting him E RM 30 Monstrous Body Armor. R GD 10 Resources: FE (2) Cloak On a successful Excellent Intensity I GD 10 Psyche FEAT, Cloak can mentally force P GD 10 Popularity: 2 Real Name: Tyrone Johnson his body to become tangible. He also regains his tangible human form when KNOWN POWERS: F TY 6 Health: 76 he has absorbed an unusually large Light Daggers: She can create and A GD 10 amount of lifeforce "light." While Cloak throw daggers of "living light." These S EX 20 Karma: 36 is tangible, he is as vulnerable to injury glowing darts of pure lifeforce cause E IN 40 as any normal human being. systemic shock to anyone who is R TY 6 Resources: PR (4) Darkforce Generation: Cloak possesses inherently evil. Her daggers inflict I EX 20 the ability to summon the gas-like Excellent damage and can penetrate P GD 10 Popularity: 3 essence of the Dark Dimension. Body Armor, Force Fields, and Although he can do this anywhere Invulnerabilities of up to Good rank. KNOWN POWERS: within his field of vision, he likes to The target must attempt an Endurance Gateway: With Unearthly ability, Cloak make the darkness boil up from beneath FEAT roll against Excellent Intensity. can mentally create an opening into an his cloak. The inky darkness is of Success means a -1CS on all of the insubstantial, featureless, black Excellent Intensity and can shroud up to victim's FEATs for 1-10 rounds, while dimension.
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