"Burn your cover. Kill the conspiracy."
Night's Black Agents drops burned spies into a shadow war against a vampire conspiracy that has infiltrated Europe's intelligence services. Built on the GUMSHOE engine, it fuses Bourne-style tradecraft with Stoker-style horror: Investigative abilities guarantee the clues that keep the mystery moving, while crunchy combat, chase, and thriller subsystems handle the violence. Heat, Trust, and Cover track the paranoia of life out in the cold. Directors kitbash their own vampires from four secret natures, so no two conspiracies unravel the same way.
There is no fixed metaplot. The action ranges across a contemporary Europe of safehouses, night trains, and offshore accounts, from the Marseilles docks to Baltic capitals. Somewhere beneath the intelligence agencies, banks, and criminal networks, a vampire conspiracy pulls the strings, and its true nature — Supernatural, Damned, Alien, or Mutant — is decided by the Director. Agents map their contacts and cover identities, then follow the blood upward through the conspyramid to the monster at the top.
Investigative Abilities
Abilities like Forensics, Streetwise, and Notice never fail. If your agent has the skill and looks in the right place, the Director hands over the core clue automatically — no roll required.
General Abilities & the d6
Fighting, driving, and hacking are risky. You spend points from an ability pool, roll a single d6, and add them together to beat a Difficulty the Director may keep hidden.
Heat, Trust & Cover
Loud jobs raise Heat and draw the authorities down on you. Trust binds the cell together but can be burned to betray it. A blown Cover identity is gone for good.
Four Vampire Natures
The enemy is never fixed. Directors secretly build their vampires as Supernatural, Damned, Alien, or Mutant, deciding which legends are true and which are lethal misdirection.
Open in Session Zero to let every player vote and see the results.
