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Official Advanced Game Adventure Night Life By Anthony Herring Table of Contents Introduction ..................………………………………….. 2 Chapter 13: Rumble in the Jungle ……………………... 24 The Player Characters .........…………………………….. 3 Chapter 14: Strange Headlines .………………………… 26 Non-Player Character Factions ..……………………….. 7 Chapter 15: The Wildboys .....…………………………... 27 The Spirit Bombs ..............………………………………. 9 Chapter 16: Hiram Blows a Fuse ………………………. 28 Chapter 1: Museum Robbed! ....………………………... 10 Chapter 17: Into the Nether Realm …………………….. 31 Chapter 2: At the Scene ........……………………………. 10 Chapter 18: The Persuader ....…………………………... 33 Chapter 3: The Evening News ...………………………... 12 Chapter 19: An Invitation ......…………………………... 34 Chapter 4: Mongoose Wants Blood …………………….. 13 Chapter 20: A Meeting of Minds ……………………….. 35 Chapter 5: The House of Pasta ..………………………... 15 Chapter 21: Dancing Manikins ..………………………... 37 Chapter 6: Cameron Come Home ……………………… 16 Chapter 22: A Barrel of Monkeys ……………………… 40 Chapter 7: Trouble at Sammy's ..………………………. 17 Chapter 23: Gator Lays an Egg .………………………... 41 Chapter 8: Roxxon Oil .........…………………………….. 18 Chapter 24: A Test of Strength ..………………………... 42 Chapter 9: Mayhem in Midtown .………………………. 20 Chapter 25: Give Me Liberty ....………………………… 44 Chapter 10: Some Time Off .....…………………………. 21 Chapter 26: A Giant Walks! .....………………………… 45 Chapter 11: The Dead Shall Rise .……………………… 22 Epilogue: The War is Over .....………………………….. 48 Chapter 12: A Hot Tip ..........……………………………. 23 Non-Player Character Roster ...………………………… 50 Credits The Fine Print Design: Anthony Herring Editing: Newton Ewell This book is protected under the copyright laws of the United States Cover Art: Jeff Butler of America. Any reproduction or other unauthorized use of the Interior Art: Jeff Butler with Mike Machlin material or artwork contained herein is prohibited without the express Cartography: Dennis Kauth written consent of TSR, Inc. and Marvel Entertainment Group, Inc. Distributed to the book trade in the United States by Random House, Production: Paul Hanchette Inc., and in Canada by Random House of Canada, Ltd. Distributed to Typography: Tracey Zamagne 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 TSR, Inc. 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 Welcome, true believers, to the Intensity is set as a rank (Feeble, events of the chapter should split the dramatic final chapter of the exciting Monstrous, and so on). Compare the points evenly among themselves (or add Gang Wars Trilogy. Within these pages requisite Ability against the Intensity to them to a Karma Pool, if the heroes heart-stopping action awaits the daring determine the color of the FEAT have one). However, the Judge may heroes on the mean streets of required for success, as follows: give a larger portion of the Karma Manhattan. So, let's get going! Points to characters who do most of the If you missed Part 1 (MLA1, After — If the Intensity rank is greater than work. Midnight) and Part 2 (MLA2, Night the Ability rank, only a red result is Moves), and don't want to buy them, do successful. The Premise not despair. All three adventures are — If the two are equal, a yellow or red designed to be self-contained, so they result succeeds. The Fixer and Mentallo joined forces may be played individually or as a — If the Ability rank is greater than to form a criminal organization, placing series. the Intensity rank, then any colored themselves as its leaders. Calling their FEAT (except white, of course) is gang the Faces of Fear, they decided to Night Life contains: necessary for success. bring about the downfall of — If a FEAT does not have a stated Hammerhead's branch of the Maggia. — a 64 page adventure book (you're Intensity, assume that any color result They stole a priceless, magical book reading it now) which details the player means success. Alternatively, you may from the Metropolitan Museum of Art, characters, the non-player characters, declare the Intensity to be Typical. and tried to pin the crime on and the story itself. Hammerhead. — a pull-out map sheet that depicts Automatic FEATs. In order to reduce Seeking revenge, Hammerhead several important locations. the number of dice rolls during the attacked the Faces of Fear in — a cover that features various maps game, certain simple or unimportant Chinatown, where the Fixer and designed to help play run smoothly. actions can be considered automatic. If Mentallo had joined forces with the the Intensity for the action is three or remnants of the nefarious Si Fan As Judge, you should read through the more ranks lower than the hero's organization. In exchange for the arcane entire adventure book at least once Ability, the FEAT is automatic — no book, the Si Fan promised to help the before play commences. If you are an roll is necessary. Faces of Fear in their war against the inexperienced Judge, you may also wish The final decision as to whether a Maggia. The Si Fan used the book to to review the MARVEL SUPER FEAT is automatic is left to the Judge. raise their deceased leader, the evil Fu HEROES rule books. If a simple action is crucial to the story, Manchu, from the dead. Night Life is compatible with either the Judge has every right to call for a Now that he is reborn, Fu Manchu has the Basic or Advanced rules, and relies FEAT roll. In some cases, as with the drawn together the hidden forces of his heavily on material published in the effects of poisons, a FEAT roll is world-spanning criminal empire. Allied Deluxe City Campaign Set. However, required regardless of the Intensity. with the Fixer and Mentallo, Fu Manchu you do not have to own the campaign plans to escalate the Gang War as the set to play the Gang Wars Trilogy. Impossible FEATs. As with Automatic first step toward world domination. FEATs, the Judge must decide when a Intensity and FEATs FEAT is impossible. Generally, any Getting Started action with an Intensity more than one For those of you who own the rank above the hero's Ability may be The majority of Night Life takes place Advanced Set, this is nothing new—you considered impossible. on Manhattan Island. If you are a proud may skip it if you wish. Judges still If the action is important for the owner of the Deluxe City Campaign Set, using the Basic Set rules should read successful completion of the adventure, you will find it very helpful. this section carefully. the Judge may rule that a red result Nevertheless, you can run Night Life In the Basic Set rules, a player has to achieves success for an otherwise without this set. make a green FEAT roll for his impossible FEAT. If the super heroes in your campaign character to succeed at any action, did not play through Part 1, getting them limited only by the Judge's discretion. Karma Points involved in the Gang War is no The idea of Intensity has been added in problem. Begin with Chapter 1. the Advanced Set rules in order to Some chapters of the adventure are If the characters survived Parts 1 and determine whether certain FEATs are followed by a section about Karma, 2, and are continuing the Gang Wars feasible, and the color result needed for which present suggested Karma awards Trilogy, begin Night Life with Chapter the FEAT to succeed. and reductions. All heroes who actively 3. participate in the 2 THE PLAYER CHARACTERS The three adventures in the Gang firing a line from the club to any Hawkeye Wars Trilogy are designed for use with adjacent area, Daredevil can use it to characters of the players' own creation. swing up to 3 areas per turn. Real Name: Clint Barton However, should your players not have original characters (and they don't want Blindness: Because he is blind, F GD 10 Health: 70 to take the time to create some), allow Daredevil is unaffected by any light- A RM 30 them to choose from those described based attacks, illusions, or hypnosis. S GD 10 Karma: 22 below. E EX 20 Talents: Daredevil is a master of R TY 6 Resources: GD (10) Daredevil Acrobatics and possesses Martial Arts I GD 10 A, B and E. He is a Weapons Specialist P TY 6 Popularity: 45 Real Name: Matthew Murdock with his Billy Club, receiving a +2CS to hit. Although he has been disbarred, KNOWN POWERS: F IN 40 Health: 110 Murdock retains his legal training. Enhanced Vision: Hawkeye's eyesight is A IN 40 Remarkable. S GD 10 Karma: 91 Background: One day, young Matt E EX 20 Murdock saw a truck about to hit a blind Bow: His special bow enables him to R TY 6 Resources: PR (4) man. Hurling himself in front of the fire 3 arrows per round at a range of 7 I MN 75 vehicle, Murdock was able to keep the areas. P GD 10 Popularity: 6 man from being struck. However, a canister of radioactive Quiver: It has a 36-shaft capacity. KNOWN POWERS: waste the truck was carrying burst open, Enhanced Senses: Daredevil's senses of and Murdock was bombarded with Harness: His costume holds 36 touch, taste, hearing and smell have radiation which blinded him, but also arrowheads in quick-release cases. been enhanced to Monstrous rank. He heightened his other senses. can identify substances by taste, read Matt Murdock later met a blind Arrowheads: All have a range of 7 print on a page by touch, or track by martial arts master known as Stick, who areas, except where noted below.
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