Campaign Flavors

There are four different “lenses” you can put over Night’s Black Agents, each with their own rules modifications. I’m planning on a bit of a mash-up, leaning heavily towards the Burn and Stakes style, but I thought I’d summarize them here so that if there were options people were particularly interested in, they’d be able to say something about that.

The list of options I plan on using this game is here.

Burn
Psychological damage is played up. Bourne and Alias are the main inspirations here.

  • Stability is capped at 12.
  • Stability degrades faster.
  • You lose one rating point of Stability or an interpersonal skill when you kill someone.
  • You lose one rating point of Stability or an interpersonal skill when a contact is killed by the enemy.
  • You start with fewer points in the Network skill.
  • If your Sources of Stability are destroyed by the enemy, you lose 3 rating points of Stability.
  • Endangering and manipulating innocents can cause Stability loss.
  • Mental trauma is somewhat more severe.
  • The characters have to roll to avoid Heat from the authorities once per session, rather than per adventure, and getting patrons powerful enough to keep the police away is more expensive.
  • Maintaining the default level of money may require outside jobs.

Dust
Grittier and nastier, this is more like Three Days of the Condor or Rubicon.

  • You don’t get a MOS.
  • You don’t get most cherries for having a skill at 8+
  • Health is capped at 10.
  • Very few of the Thriller Combat rules are used.
  • You only start with 55 points for General abilities.
  • Difficulty numbers are never revealed, you are never able to retry a failed check.
  • Isolation and cynicism can cause Stability loss.
  • The characters have to roll to avoid Heat from the authorities once per session, rather than per adventure, and getting patrons powerful enough to keep the police away is more expensive.
  • Healing is more time consuming.
  • You may not restore Stability by interacting with your Sources of Stability.
  • Agents are much poorer than the default, and have to do outside jobs to benefit from the standard funds for the next operation or two.
  • Silencers are more realistic, as is using barbituates during interrogations.

Mirror
Alliances shift with the tides and you can’t trust anyone. This draws from Le Carre’s novels, Ronin, and Mission Impossible.

  • Contacts are unreliable.
  • You assign Trust points to your teammates who can use them to help you or betray you.
  • You only start with 65 points for General abilities.
  • If your Sources of Stability ever betray you, you lose rating points of stability.
  • Paranoia and betrayal can cause Stability loss.
  • Normal or even excessive funds may be coming in, though likely as a result of a dirty deal made by a character.

Stakes
Your agents are fighting for a cause more important than mere survival. Think Burn Notice, Declare, or Taken.

  • You have a Drive that pushes you forward.
  • Seeing your side betray its ideals or emphasizing more with your opponents can cause Stability loss.

These flavors also provide guidance for how the vampires and their conspiracy should look and behave. I’ll decline to share that guidance.

Campaign Flavors

Night's Black Agents danwonbyrne danwonbyrne