

There's some rolling and uncertainty involved, but it's only for getting extra spicy benefits from the investigation you're guaranteed to get the minimum you need as long as you have the skill written down. If you have points in Accounting, you'llįind the clue you need from searching through a company's financial records. Unlike skill contests in most games, Investigative Ability checks
MADNESS PROJECT NEXUS 2 GRAPPLING FREE
You can take as many as you want, but you buy them with your general character building points, so they're not free - they're just an easier way to springboard into picking skills off of big lists.Īre the meat of GUMSHOE. General Abilities: Cover 6, Digital Intrusion 4, Infiltration 4, Disguise 2, Mechanics 2 Investigative Abilities: Forgery 4, Bureaucracy 1, Photography 1 If an agent picks the Cobbler background, they get: Is British spy lingo for someone who assembles fake passports, visas, and other bits of image manipulation and document forgery. They're theoretically optional - each one is just a bit of backstory attached to 6 points of Investigative Abilities and 18 points of General Abilities. Next: Chargen, and some of those keywords start to actually mean something.ĬHARACTERS posted by ProfessorProf Original SA postĪre the closest thing Gumshoe has to character classes/archetypes/templates. Characters have Drives that push them forward, rewarding risky or self-sacrificial behavior to serve a higher purpose.Īs the book does, I'll highlight where these four Modes touch the rules of the game, or inform the kind of things the Director might throw at you. Game, you're not just trying to survive or complete the job - this time, it's personal. Players track Trust and Betrayal against each other as the game unfolds. Everyone's true motives are obscured by a labyrinth of shifting allegiances and hidden agendas. Game, your allies are as big a danger as your enemies. Most abilities don't give extra bonuses at 8+, Health can't go above 10, most fancy combat rules are out. Agents are smart and resourceful, but have less tools for fighting vampires head-on.

Game, high-octane action takes a backseat to espionage and intrigue. Stability (the SAN equivalent of the day) can't go above 12, and there are a hell of a lot more ways to lose it. Game, war is hell, and the emphasis is on the psychological toll it takes on the heroes. In case you thought that "vampire spy thriller" was an awfully specific niche, NBA is here to narrow it down even more, to four sub-genres of vampire spy thrillers! Each has extra rules to support its flow, each has extra advice and content scattered throughout the book, and it's possible to combine them willy-nilly for your own particular style of game.
MADNESS PROJECT NEXUS 2 GRAPPLING PLUS
General design notes, plus three quick sample cities (Bucharest, London, Tunis) and one more elaborately detailed city overview (Marseille). The meat of the book.ĭesigning your campaign's vampire menace.

How GUMSHOE works, plus all the new stuff NBA adds on top of it. Skipping over a bit of high-level new-players stuff, we get to an overview of the book structure. What are the vampires up to? What powers do they have? What do you need to do to kill them? That's all up to theĬan we stop renaming this role in every other game The general expected flow of a campaign goes like this:Īgents begin trying to uncover the extent of the/a vampire conspiracyĪgents start cutting off the branches of the vampire conspiracy Vampires are real, and somebody has to find and shoot them all to pieces. You're probably former anti-terrorism agents. To quickly sum up the former: Modern day. The book kicks off with the setting premise and an overview of what kinds of things theĪgents will be doing during a typical game. My plan here is to walk through the system itself, assuming no knowledge of GUMSHOE, then do a less comprehensive overview of its massive, amazing new campaign book, INTRODUCTION posted by ProfessorProf Original SA postĪ 2012 game for use with the GUMSHOE engine, to be used for telling spy thriller stories in the style of
