Illustrated by Alan Kuppeerrberg and Keith Williams
THE AMAZING SPIDER-MAN (tm) in CITY IN DARKNESS
Challenged by a dead foe!
There is a silence for a moment. Then your spider-sense starts buzzing, as the whirring of turbine engines catches your ear. A dark shadow moves against the lights across the East River, and you see a bat-winged glider rise from the side of a courtyard overlooking the river. Swooping rapidly towards you is an all-too-familiar turbine-powered glider piloted by the Green Goblin!
How can that be? you wonder, stifling a cold chill that is tremoring up your spine under your Spider-Man suit. The Green Goblin is dead!
But you have no time for further questions. Your enemy is sailing over you, firing a blazing bolt of lightninglike energy straight at you!
Have you got what it takes to escape this sudden and vicious onslaught?
Roll one die and add the result to your Agility score. If the total is 11 or less, turn to 167. If it is 12, 13, or 14, go to 191. If it is 15 or more, proceed to 44.
Whatever the outcome, only your decisions, and the luck of the dice roll, can help you find the maniac who is keeping the City in Darkness
FACE FRONT, TURE BELIEVERS!
You are about to assume the role of the Amazing Spider-Man and encounter some of the most nefarious villains of the Marvel Universe in an exciting, totally new kind of role-playing gamebook.
Based on the popular MARVEL SUPER HEROES Role-Playing Game from TSR, Inc., MARVEL SUPER HEROES Adventure Gamebooks require only a single standard, six-sided die; a pen or pencil; a moderate supply of luck; and, most of all, your own personal skill in making decisions as you play the game. If dice are unavailable, a simple alternative, requiring only pencil and paper, may be used instead. See page 12. *********Dice are available, so we will not be using the alternate method***************
MARVEL SUPER HEROES Adventure Gamebooks have been designed to read easily, without complicated rules to slow down the story. Once you finish reading the rules that follow, you should seldom find it necessary to refer back to them. Your choices are clearly stated at each choice point, with occasional reminders of additional options you have available.
Your adventure reads like a book, plays like a game, and offers a thrill a minute—with YOU as your favorite Marvel Super Hero!
YOUR CHARACTER
In this book, you are the Amazing Spider-Man— in real life, free-lance photographer Peter Parker.
While you were still in high school, you attended a demonstration of the safe uses of radioactivity. At this demonstration, you were accidentally bitten by aspider that had been exposed to an extremely high level of radiation. The spider’s venom intermingled with your blood, endowing you with the proportional strength and agility of a spider. In addition, you acquired a special ‘‘spider-sense” that warns you of danger, along with the incredible ability to cling to walls and ceilings.
Seeking to find a way to support yourself with your new special abilities, you used your knowledge of chemistry to develop a chemical webbing that, though easily applied, quickiy hardens to a strong, flexible adhesive binding. So armed, you set out to make a name in show business, hiding your natural shyness behind a mask.
Your show business career was short-lived, however. After one early performance, you failed to capture a burglar, who later killed your beloved Uncle Ben. At that point, you learned the hardest lesson of your life—that with great power comes great responsibility.
Since that fateful day, you have fought evil and crime wherever and whenever you have found it. Your domain is high above the city, where you swing from building to building on your special weblines. You have battled many formidable foes. Sandman, Electro, Doctor Octopus, Vulture, and the Kingpin of Crime all count you as their enemy. You are feared by many, as a result of inflammatory editorials about you written by newspaper publisher J. Jonah Jameson. However, others have come to know you as a trusted crimefighter and a force for good in the world as you seek to protect the lives of the innocent. ...
PLAYING THE GAME
The Marvel Super Heroes portrayed in this series of books have certain powerful abilities far beyond those of the average human being: As Spider-Man, your special abilities, which will allow you to attempt things a normal person wouldn’t even consider, are listed on the removable MARVEL SUPER HEROES" Stats Card located at the front of this book. The Stats Card lists everything you need to keep track of in order to play the game in this book. At the same time, it doubles as a handy bookmark.
SCORING
Playing the game requires that you keep track of three things—Skill points, Karma points, and Health points—on the Super Hero Stats Card located at the front of the book. An explanation of each of these follows.
Health Points
Health Points Health Points represent your general health or life strength. If you are injured or become ill, you lose some of these points. If you lose all your Health points, you will fall unconscious and possibly even die. At any rate, if your Health points drop to zero or less, your adventure is over. If you are hurt or sick, you may regain some or all of your Health points by healing or by spending Karma, which is explained in the following section. Always remember, however, that it is not possible to regain more health points than you had at the start of the game.
Spider-Man begins this adventure with a total of 32 Health points.
Karma Points
Karma points Karma points represent the effects your actions will have on your future. You earn Karma by doing heroic deeds, by making the right decisions, and in general by being a good person. Conversely, if you do things you shouldn't, you may lose Karma. There is no limit to the number of Karma points you can earn, but you will do better to spend your Karma than to hoard it.
You may spend Karma on any die roll you make to aati your chance of success. Here’s how it works:
You must make your decision to spend Karma before you roll the die.
Once you commit yourself to spend Karma on a die roll, you must spend at least 2 Karma points. You may add as many more Karma points as you need to make your die roll successful, providing you have enough Karma points to spend. If you decide to spend Karma on your die roll but fail the roll because you didn’t have enough Karma points to spend or because you chose not to spend that much Karma, you still lose the original 2 Karma points.
Karma may also be spent to regain lost Health points whenever you reach a choice point in the story. For every Karma point you decide to spend in this manner, increase your total Health score by 1 point. Be sure to subtract the same number from your Karma total. The reverse is not true, however. Health points may not be converted to Karma points.
Spider-Man begins this adventure with a total of 12 Karma points.
ABILITY POINTS
Ability points determine how easy or difficult it is for you to perform certain actions, called FEATS. Whenever you are asked to attempt a particular type of FEAT, consult the ability called for on your Super Hero Stats Card, roll one die, and add the result of the die roll to your Ability score. The text will indicate what you should do next, according to what your total was.
The abilities used in this gamebook are described below.
FIGHTING determines how good you are in armed and unarmed combat. Your natural skill, combined with your many years as a crimefighter, gives you a much better than average skill with your fists.
AGILITY is a measure of your coordination. The radioactive spider that bit you gave you the proportional agility of a spider, allowing you to dodge and leap great distances, as well as hurl objects with great accuracy.
STRENGTH determines how much damage you inflict when you hit something. It also tells how much weight you are able to lift. You have the proportional strength of a spider, allowing you to lift great weights. You often pull your punches, however, in order to avoid seriously injuring human opponents.
ENDURANCE measures how long you can exert yourself physically without resting. It also determines how well you can stand up to punishment, how long you can hold your breath, and how well you are able to resist the effects of knockout gas. Your Endurance is far beyond that of an ordinary human being—a definite advantage when you go up against powerful villains such as Doctor Doom.
REASON reflects how well you can solve problems with your mind. You have a college education, and you did some graduate work in chemistry before becoming a free-lance photographer, so you’re no dummy.
INTUITION gauges how well you observe with your senses and are able to act on that knowledge. Your special spider-sense, gained from your encounter with the radioactive spider, helps make you aware of potential danger, even danger that you cannot directly see.
Psyche is based on your willpower and inner strength. A high Psyche score helps you to resist magic and mind control techniques. Your Psyche is far above average for human beings.
AGILITY WITH WEBBING is a special ability that is yours alone. You have developed an incredibly strong temporary adhesive that you can shoot from special web-shooters you wear on your wrists. Through long practice with these web-shooters, you are more comfortable using them than any other weapon. You carry extra cartridges of web-fluid in your belt, along with a mini-camera and a supply of spider-tracers, which are special devices that send out signals tuned to attract your spider-sense.
Should you ever wish to play the adventure when dice are unavailable, there is a simple substitute that requires only pencil and paper. Simply write the numbers 1 through 6 on separate slips of paper and mix them up in a container. When a FEAT roll is called for, draw one of the slips, note the number, and place it back in the container. Mix the numbers up before you draw again. Each draw represents one roll of a die.
You, as Spider-Man, are now ready to face the dangers that lurk in the CITY OF DARKNESS. Turn to page 13 to begin your adventure. Goodluck, and good choices!
Name: SPIDER-MAN(tm)
Secret Identity: Peter Parker
Ability Points:
Fighting 6
Agility 10
Strength 8
Endurance 8
Reason 4
Intuition 10
Psyche 8
Agility with Webbing 16
Karma Points: 6
Health Points: 32