NEW YORK, NEW YORK Kate Novak and Jeff Grubb
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Adventure Book NEW YORK, NEW YORK Kate Novak and Jeff Grubb What is "New York, New York"? The Encounters New York is the gathering spot for some of the best known and most The encounter categories are: powerful heroes of earth: THE AVENGERS™, THE FANTASTIC Daily Life: Small actions that usually will not involve any fighting. FOUR™, SPIDER-MAN™, DAREDEVIL™. Miscellaneous Crimes: Petty crime, street crime, and youth gangs. It's also the stomping ground for some of the meanest bad guys in These crimes are small stuff in the nature of the universe, but important the territory, the battleground for both superpowered criminals and to the people involved. master planners of organized crime. Robberies: Thefts from people, in which lives may be threatened. New York, New York is a game accessory for the MARVEL SUPER Muggings and hostage situations for profit are included in this cate- HEROES™ role-playing game that allows you to generate random encount- gory. ers that further enliven your campaign and add spice to MARVEL SUPER Burglaries: Theft of property in which threatening lives is not a HEROES™ adventures set in the city. These adventures are not designed prime factor. Break-ins, thefts, and arson all fall into this general cate- for any specific hero or group but can be used with any of your favorite gory. heroes. Rampage: Widespread destruction without the motivation of profit. This accessory contains two 16-page books, an easy-to-assemble Rampages are often (but not always) the province of powerful villains. combat/encounter wheel, and a full-size color map. The Character Vendetta: A grudge match, the superpowered slugfest at its most Book lists all of the MARVEL SUPER VILLAINS™ used in these adven- basic. tures. The Encounter Book you are now reading contains many short Organized Crime: Can involve any of the lower crimes, with a twist; adventures that can be added to your game or played separately for an someone higher up is doing the planning. KINGPIN", the ROSE™, and enjoyable evening of heroic adventure. Instructions for assembling the the MAGGIA™ are all involved in organized crime. combat/encounter wheel are on the reverse of the wheel. The map of Catastrophes: Crimes and actions that threaten the well-being of New York joins to the map from the MARVEL SUPER HEROES™ game the city and its people: Alien invasions!...Deadly Plagues!...Wi- box along 9th Avenue. Both maps are used in these adventures. despread fires! Each encounter contains four sections: Using the Combat/Encounter Wheel The Summary tells what happens in the encounter, who is involved, and what they are doing. It also states the time of day during which the The wheel gives you a quick way to look up results on the Universal encounter should be run, if this is important. Table. To find out whether or not a FEAT roll is successful, turn the The Set-Up describes where the action is happening. The hero is in wheel until the appropriate rank appears in the cutout above the arrow. the vicinity of a location where he or she can witness the action and be The windows on the left show the die ranges for each color FEAT. able to react. For example, the first encounter, "Dawn's Early Light," The wheel can also be used to decide which short adventures from this puts the hero in the vicinity of the Arthur Street Bridge. Any land area book will involve any hero. In the comic books, Spider-Man can't get from within two areas of the bridge is suitable, including the tops of build- one side of the city to the other without happening upon some crime to foil ings. or battle to fight. Use the wheel when the hero is crossing town with time to The Adventure describes what can happen if the hero gets involved. spare, late for a date, or on patrol in the city. Turn the pointer to Good and How will the villain react? What does the bad guy want from his crime? rotate the wheel right or left one rank for each of the following statements Can the hero reason with the villain? that is true: The Aftermath describes what happens after the hero foils (or fails to • Hero has at least one ability rank above Shift one right defeat) the villain. Any Karma suggested is a general guideline for the Incredible. Judge and should be used in conjunction with the table on page 23 of • Hero has at least one ability rank above Shift one right (add to the Campaign Book. Amazing. shift above) During these adventures, there is a good chance that the heroes may • Hero has over 200 Karma on hand. Shift one right go in unforeseen directions (for example, they are defeated by Flying • Hero has less than 20 Karma on hand. Shift one left Tiger and decide to pursue him to the West Coast for a rematch). Run • Hero failed (lost Karma) in the last. Shift one right with it, using the information presented to set up further encounters. It encounter. is possible to get an evening's adventure out of a single encounter. • Hero succeeded (gained Karma) in the Shift one left last encounter. Creating Your Own Adventures • More than one hero is involved. Shift one right Using the encounters presented here, you can build your own adven- • More than three heroes are involved. Shift one right (add to tures. In most cases, it is a matter of replacing one villain with another and shift above) changing the location or purpose of the crime. Always try to keep things The Judge may adjust the final column by one or two, right or left, at consistent within the MARVEL UNIVERSE™. Kingpin would not shoplift. his or her discretion. If everything is going the hero's way, bump him Spider-Man would not go on a rampage (at least not without a pretty good two shifts to the right. If he's low on Karma and heading for a big fight, reason). move the encounter two shifts to the left. Now, assemble your combat/encounter wheel and get down to the After turning to the final rank, roll a ten-sided die. The windows on the streets of New York. Its a heckuva town. right will tell you the type of adventure the hero encounters. Some encounters are best run at certain times of day. If all the encounters have been run or none are appropriate, treat as "no encounter." TSR, Inc. ISBN 394-54850-7TSR0799 P.O. Box 756 0-88938-199-X Lake Geneva Wl 53147 6863XXX1502 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 Comics Group. 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. The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental. All Marvel charac- ters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group Copyright ©1985 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Printed in U.S.A. Game design copyright ©1985 TSR, Inc. All Rights Reserved Daily Life Encounter 1: bus and rode it to the park. While waiting for a AFTERMATH: Sam is unharmed, but the Dawn's Early Light bus back, she was frightened by some older misadventure in the elevator upset his boys and ran off, becoming hopelessly lost. asthma so badly he couldn't answer his wife. SUMMARY: The hero encounters CAPTAIN If the hero catches up with Katie and is He'll be fine as soon as he gets his medica- AMERICA™ jogging. reassuring and friendly, the small, superpow- tion. He asks if the hero's costume is the new ered child will stop and accept help. She official police uniform. SET-UP: The hero is in the vicinity of the doesn't know how to get home, but she does Arthur Street bridge. Captain America is jog- remember her address. She is unwilling to KARMA: ging south across that bridge, starting from admit having anything to do with the disap- Getting Sam out of the elevator + 5 its northernmost section. pearing park bench unless the hero shares a Getting the old man's medicine to secret with her in return. If the hero does this, him as soon as possible + 5 ADVENTURE: Captain America is running she will sheepishly admit that when she's Fixing the elevator + 5 into Manhattan for exercise, and to attend a nervous she sometimes can't control her business meeting as Steve Rogers. If the hero power, and she didn't mean any harm. Encounter 4: is in costume, Captain America greets him with If the hero sounds angry when chasing The Out-of-Towners a cheery "Good day." If the hero is wanted by Katie, she won't stop but will delay pursuit by the police for any reason, Cap will try to bring exploding one of her power balls. By the time SUMMARY: A mother gorilla and her baby the hero in (or at least get the other side of the the hero recovers, Katie will be gone.