Professional Documents
Culture Documents
NoirWorld Corebook Digital
NoirWorld Corebook Digital
John Adamus
Credits & Copyright
Writing and Design All contents and ideas
contained herein
John Adamus are the property
of their respective
authors and artists.
Editor
Noir World is built on
Jeremy Morgan a modified Apocalypse
World engine, as
developed by Vincent
Art Direction & Cover Design and Meguey Baker.
Back Alley
Dealingss
My Thanks
Many thanks to Vincent Baker, Meguey Baker, Avery Alder, and
Jason Morningstar for creating games I could take apart and turn
into something I hope honors their efforts. Thank you to all of them
for encouraging me to be less afraid of doing this.
To my family, by blood and by love, thank you for all your
encouragement, patience, and support. Thank you for everything.
You’ve helped make this game possible. Especially Jessica,
without whom I am nowhere and this game is a file on a hard
drive, a dream unfulfilled.
To Dave Chalker, whose random suggestion one morning got me
to realize that people like the idea of this game.
To Mark Richardson, whose game Headspace is the competitive
sibling to this one. We all know mine is better, but you should at least
try his out, I guess. He has a dear place in my heart, and I am lucky
to know him, even if he is Canadian. He’s not actually a bad guy, but
don’t you dare tell him I said that in print, I’ll deny it so hard. However,
it is worth pointing out that I raised more money on Kickstarter than
he did, so we all know I’m a way better person than he is, right?
To Jeremy Morgan, thank you for all the lunchtime taco-based
phone calls where we talked decision-making, bad television, life,
and everything. You’re another brother I sorely always needed.
Good luck with all the hellbabies. And your actual babies. And
everything you do. Love you dude.
To Matt Jackson, the other other brother I sorely always needed,
thanks for making me laugh when I needed it most. DAMMIT
JACKSON, you’re a good guy and I care about you.
A very special thank you goes to James D’Amato and
Kat Kuhl of the One Shot Podcast, along with Jim McClure and
Paulomi Patrap for all their friendship, support, care, help, and
interest. Seldom is anyone so lucky as to make such great friends
who encourage and inspire the pursuit of dreams. You made my
dreams come true, and I am grateful for you and your laughter. We
really did totally crush it for the lord.
To my Mom and Ta, thanks for teaching me to love stories.
I love you both.
s
s
3
Table of Contents
7
A Very Important Note
Noir World has many tropes and draws from
source materials that by today’s estimation
come off as sexist, racist, homophobic, and
a variety of other –ists and –phobias.
Music (for ambiance) would be nice, but it isn’t critical. There are
many albums, often with Noir in their title, or soundtracks from
films that can help create the appropriate experience.
s
s
9
Noir World by John Adamus
s
s
10
Getting Started
What happens in Noir World is risky, meaning that the more exciting
options are preferable to playing it safe. Big risk leads to big rewards and
creates stories that play out like roller coasters on fire at a cliff’s edge.
What happens in Noir World is not detached. You speak and act as
your Roles. In many other games, the players talk about what their
characters do (“My knight moves to guard the doorway.”) which has the
effect of separating people from the Movie, as though they’re narrating
something they’re seeing, like telling you about a TV show that’s on in
the background. When you act as your Role, what you say you do, you
do. So it’s not the knight who moves to guard the doorway, YOU guard
the doorway. The more you can express yourself as your Role, the better
the experience for everyone.
What happens in Noir World is not limited. Treat each game you play
like a Movie. Each Scene is part of a whole, and it can be created and
expanded as needed in order to have the Movie go in the direction people
want. Noir World is about stories large and small, dramatic and tragic, that
twist and turn and take the players on a ride. Think visually, like a movie
or television camera. Describe what people see. Give some direction to
Roles when you direct. See more about being a Director on page 85.
s
s
11
Noir World by John Adamus
The Tone
There’s always a worry when writing a chapter about how to play
a game that one point gets repeated over and over until its meaning
gets lost or the chapter gets annoying, with the reader saying, “Yeah,
we get it.”
A lot of space has been spent talking about making sure the tone is
serious and that the atmosphere gets built “appropriately”. But how
you and your players define “appropriate” might be different than
I do it or how some other group playing the game somewhere else
does. No one is wrong so long as everyone agrees to the theme and
has a good time.
s
s
12
Getting Started
s
s
13
Noir World by John Adamus
Fuego
When you find yourself in a losing situation, roll+Risk.
On a 10+, tell the Director how you narrowly escape... this time.
s
s
14
Getting Started
If the result is between 7 and 9, they tell the Director how they
escape, but at a cost: they get hurt, someone else gets hurt, or some-
one gets provoked and will come back later.
If the result is 6 or less, then the Private Eye does not get their
desired outcome (no escape at the moment), and the Director gets
a free action to either set up something to pay off later (lighting a
fuse to make things worse later) or make the Role risk something or
someone they care about.
s
s
15
The Roles We Play
In Noir World, your character is called a Role. There are twenty
available Roles in Noir World, ranging from cops to politicians to
musicians to goons to socialites. Each player will choose one Role.
Each Role has its own advantages and disadvantages, but each Role
also has a lot of room to be tailored by a player’s decisions.
There are 20 core Roles in the book, divided into two categories.
The Movers are the most proactive roles, prone to causing problems
and committing crimes. The Shakers are the more reactive roles,
who follow the story and complicate the Movie.
s
s
16
Basic Roles: The Movers
s
s
17
Noir World by John Adamus
The Fatale
You get what you want. Whether that’s because of
your power, sex, strength, or guile, it doesn’t matter.
Lure men or women, lure whomever you need nice and
close before you get your hooks into them. Get what you
want and get out before the heat comes down on you.
For too long people thought you were something to be
used and discarded, but no more. You’ll show them, one
snare and well-placed smile and sentence at a time. The
City is full of things you want, and you’re willing to do
anything to have them … or keep them out of the hands
of other people. You deserve to get what you want.
Besides, it’s not like you’re the only one getting what
you’re owed. Everyone’s doing it, and some people are
doing it way worse, so what’s the harm exactly?
The Mook
What you lack in brains is made up for in strength. You
never met someone you couldn’t intimidate or threaten,
and you’ve never met your equal in a fight. Yeah, it’s
tough to get the answers you need out of someone
with a busted jaw, but they can still give you answers,
at least until you bust their hands. You’re the attack dog
and yes‑man, and you’re happy that way. Your hard
work has so far been rewarded, and it’s not too bad a job
compared to what you see other people going through.
s
s
18
Basic Roles: The Movers
s
s
19
Noir World by John Adamus
The Politician
This City needs you. Either to raise it up from the
corrupt, fetid pit it’s become, or to take what you can
and be there when it’s time to rebuild. Anyone can be a
voter; anyone can be an asset… or a liability. Choose your
associates carefully, move the pieces on the chess board
right, and you might start the week on City Council and
end it with a seat in the Senate. Or if you play your cards
right, President.
s
s
20
Basic Roles: The Movers
The Gambler
You’re not risk averse. Flip a coin, roll the dice, see
where Lady Luck takes you. It’s served you well so far.
Even when you lose, you lose with class. There hasn’t
been action you haven’t gotten in on, whether that’s the
number of times someone spills a beer or how many
times it comes up sevens at the table. It’s not about
winning, though that doesn’t hurt. It’s about testing the
system, being better than the sucker next to you, and
cashing out when you’re ahead.
You have to risk big to win big, and you’ve got scars
and the lumps to prove it. Those big jackpots are going
to be your ticket to somewhere better. Maybe that’s
uptown. Maybe that’s out of town. Doesn’t matter.
You’ve got a hot hand and you’re going to put it all on
the line when the time comes.
The Reporter
The people have a right to know the truth. They
need to know what’s really going on, and they need to
be informed to make smart decisions that will lead to
better lives. Who’s crooked? Who’s worth voting for?
What’s the skinny? Where’s the scandal? You’ve got a
nose for digging up the truth. Too bad a lot of the truth
is buried under tons of shit, lies, and garbage.
s
s
21
Basic Roles: The Shakers
The Starry-Eyed Kid
You came to the big city with your hopes and dreams
in one suitcase, and every worldly possession you’ve got
in the other. The City was your chance to get out of your
small town and show those people what you’re really all
about: your destiny, your fame, your infamy. It’s all in
your hands now, and the City is your oyster.
The Citizen
On Saturdays you mow the lawn. Sunday afternoon,
after church, you listen to the ballgame. Tuesday night is
bridge night with your neighbors across the street. Your
toughest decision is most often what shirt and tie to
wear to work, and there’s a healthy amount of distance
between you and all that nastiness you read about in
the morning paper. You try to keep it that way, by golly,
but sometimes you just get in over your head. But you’re
not like these crooks and thugs. You’re a good person, an
honest citizen. You’ve never even stolen a gumball. No
skeletons in your closet, right?
s
s
22
Basic Roles: The Shakers
The Socialite
You’ve never lacked for money. Maybe you earned it.
Maybe you inherited it. But you’ve never known a life
without it. Sure, some people are going to called you
‘spoiled’ or ‘clueless’, but those people really only know
how to struggle and complain about it, don’t they? Money
opens every door, greases any palm, and seems to be
the solution to any problem you’ve so far encountered.
Everyone’s got a price, it’s just a matter of finding it.
Some people talk about how one day the bubble might
burst, how the money might run out. If that’s the case,
don’t you think you should enjoy it while you have it?
s
s
23
Noir World by John Adamus
The Musician
You make your living with sound. That might be an
instrument you play, a band you lead, or the songs you
sing. Your talent has taken you pretty far in life, and
it gives you a measure of celebrity in the City. This,
naturally, has afforded you a comfortable living, but
it’s not without its temptations. Whether or not you
succumb to them is up to you. Whether or not your
talent keeps you living the way you do … well, that
might not be up to you. Keep making music, see what
happens. Fame is a fire that needs regular stoking. Don’t
let yours burn out.
The Attorney
You’ve been making arguments since you learned
that whoever cries loudest often gets what they want.
You transitioned from playpen to the playground when
you learned the subtle art of negotiation, getting bullies
to give back lunch money before people got real angry.
Not you, of course, but other people. Witnesses. Teach-
ers. You spun this into a lucrative career giving a voice to
the bullied, or when the situation arose, making sure the
bullies got what they deserve. The road to this success
hasn’t been all roses and flawless victories, though. It’s
easy to take a little bribe here and there, let someone slide
on the witness stand or maybe change their story. It’s up
to you whether or not you turn as blind an eye as Justice
is supposed to have.
When people run afoul of the law, you’re there. For the
right price, and with your craftiness, you’ve saved people
from unimaginable horror. You’re an unsung hero. You
don’t wield a gun or work in a back alley, you stand before
a judge in a courtroom and do the most noble of tasks:
you argue. You lobby. You aid. You demonize. Your words
are better than any bullets.
s
s
24
Basic Roles: The Shakers
The Gangster
You have an intimate relationship with the City’s
underbelly. Maybe you run it, maybe you want to run
it. Your life isn’t always glamorous or easy, since the law
can show up and breathe down your neck pretty regu-
larly. On the bright side though, the money and power
really do make for some good weekends and thrills.
The Celebrity
You’re kind of a big deal. Whether that’s for movies
or radio or smut or something socially infamous, that’s
up to you. Maybe you’re the child of someone who
was famous, and you’re just riding coattails and being
outrageous enough for the press to keep remember-
ing you. Maybe you’re a comedian’s punchline. Maybe
you should be.
s
s
25
Noir World by John Adamus
The Ex-Con
Fresh out of the Big House, you’ve got the clothes on your
back and little else. Maybe regrets. Maybe some hopes they
weren’t able to squash out of you. You’re supposed to be
rehabilitated, and maybe you are. Maybe you aren’t, time
will tell. If prison taught you anything, it was a structure
and a sense of identity. Out here in the big world, you’re on
your own, and maybe you don’t want to do anything to send
yourself back. Or … maybe you do?
Girl/Boy Friday
Everyone needs a little help, now and then. The right
person to talk to, the right phone call to make. Everyone
needs a little support too, someone to lend a hand where
needed and encouragement when times get tough. Sure,
sometimes it’s not all cheerleading, sometimes you do have
to get your hands dirty, but isn’t that the price you pay for
helping others? Isn’t sacrifice part of cooperation?
Leave the spotlight for other people. You’ve never been one
to seek out the credit. Real satisfaction is found in knowing
that you helped someone get things done. You can sleep
easy at night knowing you’re helping.
s
s
26
The Extras
The Extras
There are additional roles available in this to change your Movie.
Most of these are part of stand-alone featurettes that function as
custom settings. Others are available online, such as The Toon or The
Replicant, to further alter the tone of any game.
The Outsiders
Available Online
s
s
27
2
Getting
Started
Before your Movie can start, you need to establish some facts about
your City, the Crime, and the Roles involved. Follow these five steps
as a group to create the foundation for the Movie you’ll create.
1: Define The Era, any decade from the 1770s all the way up to the
near-future of the late 2040s. The default Era is the 1940s.
3: Choose the Crime at the heart of the Movie. Choose whether or not
the Crime has already happened, or if it will happen over the course
of the Movie. In either case, the Roles may or may not be involved.
4: Define the Places and People in the Movie with whom and where
the Roles will interact.
29
Before the Movie
With every Role developed, the City built, and the Crime determined,
one Role becomes Director and the Movie begins. Noir World begins
with the agreement of all players to the Promises We Make Each Other
(see page 12).
s
s
30
Before the Movie
s
s
31
Step 1 Define the Era
Before you and your friends start playing, you have to choose
when you’re setting this Movie. Noir World stories can take place
anytime from the Roaring Twenties to the Modern Day, with each
time period offering its own unique ideas and concepts. Here’s a
short timeline of the most common Eras of play:
s
s
32
Step 1 Define the Era
1770s
A volatile time in American and European history, as revolution
seizes many industrial nations and colonies alike. It is an Era of fire
and fiery passions as people begin to rise up and act out in steps
towards overthrowing the old ways of society for new opportunities.
1880s
Dusty trails, boomtowns, and duels at high noon dominate the
legends of this Era. The reality is a bit grimmer. As the nation expands
to the West, and as the people migrate thanks to rapidly advancing
technology, this Era is a clash between old and new, money and
poverty, danger and success.
s
s
33
Noir World by John Adamus
1900s
With the new century being birthed, with mankind taking flight
literally as well as figuratively, this Era is the first that truly begins
to feel familiar. Cars, planes, large cities, and urban life mirror the
present day, and an influx of immigrants rich in dreams but poor in
material wealth adds tremendous potential to drama.
Stories set here can play with themes of hope and loss, of tradi-
tions clashing, and of greed beginning to throw its weight around
as the first signs of profound class disparity take root among robber
barons and corporations.
1920s
Called ‘The Roaring Twenties’, this Era highlights the gangsters,
the speakeasies, the flappers, and Prohibition. It’s a time when
everyone wore hats, there was plenty of slang (as to what was jake
and what wasn’t, for instance), and where Tommy guns were the
weapon of choice.
Stories set in the 20s can focus on rises to power and the start of
criminal enterprises or prominent (yet dangerous) men. It’s a time
of excess and indulgence, with a precipitous notion that the good
times will never end. Yes, there are swaths of people separated by
a growing wealth gap, but overall, this is an Era of prosperity. Crim-
inal life is glamorized and sensationalized, and the law is viewed
as being one or two steps behind, rather than corrupt. When-
ever the long arm of the law distinguishes itself (Eliot Ness, the
Government, the City Crime Commission), they’re subject to the same
sort of glamor spectacle as the criminals they’ve brought to justice.
It’s fertile ground for stories about law versus crime or obsessions.
s
s
34
Step 1 Define the Era
1930s
Marked by the Great Depression, this decade sees a hard collapse of
all the excess from the 20s. The good times did end, as did a majority
of the prosperity. This Era is dominated by the ideas of struggle,
deprivation, and challenge, which make it ripe for the ideas of good
people doing bad things to get by.
The chief motivation in this Era is scarcity. Wallets and belts are
tightened, finances are dwindling, and the allure of crime has never
been more intense. This is also a great Era for developing class
tensions: the rich versus the poor; the haves versus the have-nots.
1940s
The default Era for Noir World, where the world is engaged in a
War (against whom or where is up to the table), but back home, the
effects are felt. Men are often shipping out or returning from the
front. Rationing and nationalism work together to foster a sense of
community. The home front is a haven for modern society to grow
its roots. The healthy and the twisted live side-by-side as rules are
made, tested, and often broken for the sake of development, expan-
sion, profit, or notoriety. The focus is less on the specific gangsters
as in the 20s, and now on crime as an organization. This is the Era
where the “mob” sits in the City’s background, where the City itself
reaches a sort of cement and neon adolescence, looking to define and
sustain itself while being pulled in so many directions.
Film History
It’s worth noting that the majority of film noir occurs in
the 40s and 50s, with the development of film techniques
thanks to expatriated German cinematographers and
the evolution of the Hollywood studio system.
And while we can look at these decades now as the past, it’s
important to remember that film noir can always be of its
own time, even if its trope foundations are universal. Treating
whatever Era as though it’s the present lends a weight and
gravity to the storytelling that is sometimes absent from
fantasy or science fiction that ask us to suspend disbelief.
s
s
35
Noir World by John Adamus
1950s
With one War over (or perhaps a cue is taken from real-life and the
conflict has changed theatres or gets called a ‘police action’), subur-
ban life blooms as the City and a new prosperity stretch dollars and
dreams further. As families bask and flourish in the splendor of
burgeoning technology, the criminal underworld expands, adding to
its genealogy through the birth of motorcycle hoods, street gangs,
and the birth of car culture – where racing for pink slips up by Dead-
man’s Curve was a way to show your best gal what sort of person
you are. The mob has penetrated beyond corporate interests and can
lean in on the family man, for protection “insurance”, just as easily
as it can lean on the developing corruption in police departments to
keep themselves a comfortable distance from the authorities.
1960s
There’s an interesting shift in social development that begins in
the 1960s and into the 70s, as people’s focus tends to move away
from occupation and into social equality. Racial divides and social
justice move to the forefront of many conversations and consider-
ations, as the “American Dream” utopia is exposed as a fragile, often
flawed, and even impractical ideal in the face of realities where crime
becomes the refuge and tool to advocate, foment, and enact change.
Likewise, the nature of crime changes, branching out past its early
years as wealth-generation into a tool for revealing the flaws in a
system that grows festering and corrupt, masking itself under the
guise of ‘restoring order’ or ‘making sure things are okay’.
1970s
Much like the 30s, this Era is marked by depression, stagnation,
and malaise. Whether it’s economic or social, the pervasive sense is
that society has found itself to be fractured in voice and intention,
as different generations struggle to adapt and co-exist. Long gone
are the days of patriotism and can-do spirit, replaced with the
beginnings of the me-first selfishness that will come to fruition in
later Eras. Crime and corruption are commonplace, using the still
escalating social tensions of the previous Era as both fuel and cover
for their continued existence.
s
s
36
Step 1 Define the Era
1980s
With social equality moved to the back-burner thanks to a new
generation coming of age, this Era fully blooms with the me-first
attitude hinted at in the 70s. It’s a time of excess, with social and tech-
nological accelerations driving selfishness and materialism ahead of
most other pursuits. This Era can be thought of as an attempt to “get
the most stuff and then show it off”, leading to a re-glamorization
of crime and criminals, since they flagrantly break laws while the
authorities seem either deeply corrupt or overworked and inept to
stop them.
1990s
As the period of decadence waned, rather than fall into another
cycle of decline, society applied the brakes, stalling economic decline
while doing its best to get re-focused while tying so many long
disparate threads together. Crime was pushed back into the shad-
ows as more time was spent rooting out corruption and glamoriz-
ing law and authority ahead of criminality, forcing the underworld
to again be something kept hushed, secretive, and more menacing
than actualized. Social justice began to emerge and was aided by
advancing technology, as a new period of self-development and new
versions of a long-lost can-do spirit emerged in the entrepreneurial
and burgeoning middle class.
s
s
37
Noir World by John Adamus
Today
In our current Era, society is at a crossroads, where change is
broadcast via social media and where expectations are malleable and
progressive. The past Eras are seen as “retro” or “hipster”, and the Era
as a whole is glamorized, with individual elements seen as parts of
a whole, rather than as single pieces themselves. Crime has become
synonymous with corporation, and economic and societal disparity
grow harder and harder to sweep under the rug. It’s an Era where
the word ‘anti-hero’ has become nearly synonymous with ‘criminal’,
and where the police have become the enemy to many, thanks to
problems and mindsets entrenched and perpetuated by earlier Eras.
Instead of this being a golden age of progressive thought, we sit
on a high-wire without a net, sometimes even eager to plunge into
societal decline.
The Near-Future
No one knows what lies ahead. As such, the near-future is
dominated by exploring any elements of previous Eras and then
extrapolating them. Maybe corporations have completely given
into corruption, and governments are replaced with brand names
and logos. Maybe the fossil fuels have finally run out, and the world
is a harsh and dangerous wasteland of furious roads and places
beyond thunderdomes. Maybe law and authority are on a decline,
forcing vigilantism to an all-time high, powered by technological
advancements and quasi-magic. Cloning, flying cars, post-apocalypse
wastelands, alien invasions, anything is possible in the future.
s
s
38
Step 2 Define the Roles
Your Role is the package of information you need as a character in
Noir World. Every Role has several sections that you need to fill out now.
hh Motivations — Brains, Moxie, and Risk
hh Belongings — Tags and Locations
hh Motives — Secrets & Goals
hh Role Actions
hh Hooks
When you have finshed this, introduce your character. Pick one of
the names listed on your Role, and describe yourself to the group.
s
s
39
Noir World by John Adamus
Picking Roles
Everyone playing the game needs to select a Role to
play. The twenty core Roles are presented below. The best
games have a balance between Movers and Shakers.
s
s
40
Step 2 Define the Roles
Motivations
Every Role has three Motivations that describe an aspect of your
personality. They are Brains, Moxie, and Risk. Every Motivation has
a numeric value to it, ranging from -3 to +3, meaning that number is
added to or subtracted from the sum of two rolled dice. Every Role
has four options for Motivation ranges. Players pick one set and then
add +1 to any Motivation they want.
Brains
How smart or bright you are. A Role with high Brains knows a lot or
thinks a lot and is often well-educated or studied. In other games, this
may be expressed as Intelligence. For Noir World, think of Brains as a
combination of Intelligence and Wisdom, since Brains also includes
common sense or street smarts. It’s as much about book knowledge
as it is social and societal awareness.
Moxie
How charismatic or persuasive you are. A Role with high Moxie is
spunky or charming and is often seductive or manipulative. In other
games, this is expressed as Charisma. For Noir World, think of Moxie
as Charisma and Willpower, as Moxie is a measure not just of how
you can try and get what you want from others, but also how you can
persistently pursue what you want.
Risk
How willing you are to get dangerous. A Role with high Risk is
brave or reckless or crazy or determined, regardless of conse-
quences. This Motivation is about the willingness to put yourself in
possibly dangerous situations, and how normal you think it might
be to end up in jeopardy in order to get what you want.
Brian chooses The Disgraced Doctor as his Role and chooses Brains
+2, Moxie 0, Risk +2 as his Motivations. He adds +1 to Risk, meaning
his Motivations when play begins will be Brains +2, Moxie 0, Risk +3.
s
s
41
Noir World by John Adamus
Belongings
This is equipment, things you have access to or things you have on
your person. It’s also assumed that a Role has small items available or
within easy access (so that the Role doesn’t have to ask the Director
if they have money to pay for a meal, so that the Scene doesn’t lose
momentum over a question that most players would hand-wave). If
it makes sense for the Role to have an item on their person or in their
possession and that item doesn’t have a significant impact on the
story, then the Role has the item. For example, the Fatale probably
has lipstick or a handkerchief in their purse, but it may be narratively
inconvenient for the player to say they have extra bullets in their
coat pocket during a Scene where the tension of the Scene hinges on
a lack of ammunition.
Anything can be tagged. The old rusty rifle over the fireplace might
just be for show until one day you have to arm yourself against a
Mook trying to break down the door. Maybe it will work and maybe
it won’t. That decision is up to your collaborating with the Director of
the Scene and the outcome of the dice.
attention-seeking – Using this item will draw a crowd and create panic.
s
s
42
Step 2 Define the Roles
dull – This item is not sharp and doesn’t injure people easily.
expensive – This item can be exchanged for a new item, a large
envelope of cash.
explosive – This item damages everything and everyone around it,
often fatally or catastrophically. It deals 2 Injury to everyone in the
area, and 1 tag on each Injured person
fashionable – This item is attractive.
fire – This item spreads fire, and anything it touches can burn. That
includes people. Burning deals 2 Injury and the tag “on fire” is applied
to whatever’s burning. Fire persists until extinguished.
heavy – This item weighs a lot.
in all the right places – This item is attractive.
it billows – This item looks badass.
kickback – This item generates a lot of recoil.
KO– This item can knock an opponent out if a 5 or 6 is rolled when a
Knockout is attempted. See Knocking Someone Out, page 76.
lethal – This item can be used to kill, if both the attacker and victim
agree to it narratively. See Narratively Killing Someone, page 76.
long range – This item can be used over great distances.
lots of ammo – This item has many bullets.
loud – This item makes it hard to hear anything else going on in the
scene. Any information heard will be misinterpreted.
lucky – This item gives its user a +1 to any action when used.
portable – This item can be kept in a pocket, holster, or under a coat.
sharp – This item can cut, and do so deeply.
short range – This item can only be used in close proximity to the target.
s
s
43
Noir World by John Adamus
Free Locations
When picking Belongings, Roles have the option to pick Locations
specific to their lifestyle or activities. It might be the apartment
you live in, a club you own a stake in, or a favorite place you like
to frequent. Any Locations your Role offers do NOT count against
the total number of Locations available for the Movie. It’s a freebie;
just remember that Free Locations count as part of the number
of Locations needing to be visited by the end of play. Your freebie
Location does NOT get an additional Person in it, since it’s yours.
s
s
44
Step 2 Define the Roles
Each Role can choose one of three Goals, something that a Role
wants to complete by the end of the Movie. It may be something as
direct as “Get out of this alive” or as complex as “Make sure this Role
doesn’t get out of this in one piece, no matter who they are.”
If you complete your Goal, you haven’t “won”, but it can create an
arc for your character over the course of the Movie. Like Secrets,
Goals offer no mechanical advantage, but are instead sparkplugs for
story decisions. Similar to Secrets, sharing Goals before play begins
or letting them emerge organically as a part of role-play are both
possible management strategies.
Role Actions
Every Role has four possible Actions specific to it, and you need
to choose two of them. The two Actions you choose aren’t the only
things you can do, but those two things are things only you can do.
They’re what make you special; they are abilities or opportunities
only you have because of who or what you are. The Good Cop can
rally people like no other, while the Mook can stand toe-to-toe with
anything short of an armored tank better than anyone else.
s
s
45
Noir World by John Adamus
Hooks
Hooks are the single most critical tool a Director has at their disposal
for not only reinforcing a Movie’s tone, but also wrangling Roles into
taking chances and living with the outcomes. It can be very easy as
a Director to lose sight of who’s doing what and why. The Hooks are
there to provide an incentive (or disincentive) for a Role. Many of the
Actions a Role can take refer to whatever relationship has been estab-
lished by the Hook, and it’s often in the Scene’s best interest to have
that Hook play a part in whatever the Role ends up doing.
If the Private Eye investigating the murder finds the trail takes him
to a Politician, that’s interesting. But it can be far more interesting
if that investigation also takes him to the Socialite who suffered a
broken heart at the Politician’s hands, the same Socialite who’s been
seeing the Private Eye intimately. There’s nothing wrong in a Direc-
tor asking a Role to remind them about their Hooks, and then weave
them into a Scene’s progression.
Yes, it does require flexibility, as some Hooks might not fit easily and
immediately into the designs the Director has in mind. It’s critical to
use the Movie as something evolving and taking shape through play,
rather than having play fit the Movie as though it were a fixed template.
Each Hook is only part of a relationship, and when using one Hook,
it’s important to realize that its corresponding Hook can also make
an impact. Directors are encouraged to confer with the Roles to get
clarification on how Roles are interpreting their Hooks. There are no
wrong answers, so long as everyone can reach a consensus.
s
s
46
Step 3 Define Places and People
Locations
A Location is a place where a Scene happens. Maybe it’s the “Over-
Easy Diner, downtown”, or maybe it’s “the 73rd Police Precinct”.
It doesn’t matter who suggests the Location – so long as they also
provide one Fact about the Location when they create it. The name of
the Location and the Fact about it go on an index card at the center
of the table.
There will always be one more Location in the Movie than there
are Roles playing in the Movie, so a Movie with 5 Roles would have 6
Locations. This gives variety to the Movie’s tone and atmosphere and
gives Directors different elements to work with. Group consensus is
important here, making sure everyone contributes or is heard in the
creative process.
The Fact can be anything. It’s a statement that’s true about the Loca-
tion, the people there, or some quality about either. The Over-Easy
Diner may also have the best pie in town, or it could be run by Old Pete,
a former leg-breaker for the mob. Statements that everyone can agree
to, and especially statements that excite people to play, are ideal. The
Fact is universally known and true. It’s never contradicted by other
Facts. It’s never countermanded by the fiction in play. A Fact is just
what it is, for better or ill. This means everyone knows the Fact about
the Location, and it’s never questioned as being potentially false.
Example of a Location
The Over-Easy Diner (the Location) is downtown, near the train
station, and is a frequent spot for police and their informants
to meet and talk. The mob also has it under surveillance
from the Sternwood Apartments across the street (the Fact).
s
s
47
Noir World by John Adamus
People
A Person is a character the Roles can interact with, but isn’t a
Role themselves. The Person might be there just for a single bit
of information to get relayed (a bank manager who witnessed the
robbery), or it can be as complex and colorful as the player wants the
Person to be. In the earlier example, Old Pete at the Over-Easy Diner
counts as a Person.
Not all Persons have Locations. The City can support whatever
diverse population it needs, so Maude the telephone operator
wouldn’t need to be assigned to a single space. This way, a Person
can be accessible throughout the game, whenever and wherever
the narrative requires, without having to up-root or re-arrange a
specific Scene.
s
s
48
Persons can also have their own Hooks, either with Roles or with
other Persons. Maybe Dizzy Steinway is the War Vet’s little sister or
Captain Bruno knows the mayor’s dirty secret and is getting paid
off. Treat Persons essentially like full Roles, just controlled by the
Director for that particular scene.
Example of a Person
s
s
49
Step 4 Define the Crime
Every Movie has a Crime in it. The Crime is what’s wrong. It’s what
has violated society’s rules or led to a change in the status quo. It has
the expectation of being solved and of having consequences involv-
ing authorities and laws. A Crime can be of any scope, from a simple
robbery to a complex series of murders. Likewise, the punishments
can vary, from simple fines up to state-sanctioned execution.
The Crime is part of the Movie’s skeleton, though it can be made central
by Directors focusing on its progress towards a solution, but as with
other elements in Noir World, the Crime is a variable – it may not come
up in play, it may not even be resolved, and that’s perfectly acceptable.
s
s
50
Step 4 Define the Crime
It’s important to point out that the Crime is not the sole thrust of
the Movie. It can be, but it’s also just as likely that due to the Hooks
and whatever relationships those develop into, the Crime becomes a
secondary element to the story. That’s okay. The Crime is there as a
reference point to help bring players together or give them incentive
to interact when necessary. The Crime not getting solved does not
mean the time spent was wasted. For a discussion of how the Crime
intersects with the rest of the Movie, see the Director section, start-
ing on page 85.
s
s
51
The Crime Chart
MURDER
1
2 A spouse or partner of a Role is killed
3 A murder is arranged
5 A celebrity is killed
ROBBERY/THEFT
2
2 A jewelry store is robbed
3 A bank is robbed
5 A heist is planned
KIDNAPPING
3
2 A minor political figure has been kidnapped
5 A kidnapping is arranged
6 A kidnapping is botched
s
s
52
Step 4 Define the Crime
FRAUD
4
A counterfeiting ring has run amok lately 2
Someone commits insurance fraud 3
Someone has been impersonating someone else 4
Someone impersonating a member of the clergy 5
A famous piece of art is a forgery 6
ARSON
5
A socialite’s house has been torched 2
BLACKMAIL
6
A minor politician is being blackmailed 2
A major politician is being blackmailed 3
A member of the clergy is being blackmailed 4
A prominent CEO is being blackmailed 5
Blackmail is arranged 6
s
s
53
3
Playing
Noir World
The key to playing Noir World is to prioritize a
cinematic feel and a willingness to tell the best story
even when it doesn’t specifically give your Role the
best advantage or the best outcome.
55
Think Like a Movie
Even if you’ve never seen film noir, chances are good that you’ve
seen a movie or a television show. While Noir World focuses
predominantly on the tropes of film noir, if you’ve never seen any
of the suggested movies listed in the Appendix (see page 328), any
knowledge you have about movies helps.
Let’s be clear here: happy endings are few and far between. No one
is going to get what they want. The world isn’t one of rainbows and
puppies. The good guys don’t always win in the end, and justice isn’t
always dealt to the guilty. These are the harsh truths in film noir,
and it’s important to make people aware of them before play begins.
It’s not all gloom and doom either – hope isn’t eliminated, it’s just
very far away. There can be happiness out there for some people,
but in order to get it they just have to break the rules, get in over
their heads, take huge risks against steep odds, and give up a lot of
themselves along the way.
Time Is Negotiable
In thinking like a Movie, it is possible to tell a story non-linearly,
such as a Near-Future Movie that begins with Paul the Good
Cop and Mark the Private Eye being crushed in a giant
pneumatic press in the first Scene, then the second Scene
setting up that the rest of the film is a flashback, or series of
flashbacks to explain how the squishing was inevitable.
s
s
56
The Structure of Play
Overview
Each Director chooses the Location where their Scene will take
place, describes it, and uses the Casting Call to determine which
Roles are in that Scene (additional Roles may be added in as the
Scene progresses, so long as the Director never directs their own
Role in a Scene), and then uses up to 3 additional Actions from the
Director Actions list (see page 102) to develop the Scene through its
beginning, middle and end stages. Once the Director completes the
last Action they want to make, the Director Fades to Black, and the
Role to the Director’s right becomes the next Director.
Play continues and the Movie’s Act carries out until every Role has
been Director at least once. When that happens, there is an Act break
where Persons and Locations are added, modified, or removed to suit
the narrative as needed. Play then resumes with a new Director, not
necessarily progressing in the same order, but always proceeding to
the right at the change of Directors.
Three-Act Structure
Whether we know the terminology or not, we’re all familiar with
three-act structure. We learned it as beginning, middle, and end,
and maybe you got more detail about it with things like escalation,
climax, and resolution. In Noir World, it’s best to think of the game
you’re playing as a movie, and then combine what you know about
beginnings, middles, ends, climaxes, cliffhangers, and all the stuff
you have absorbed from books, television, movies, and Netflix.
s
s
57
Noir World by John Adamus
No matter how it starts, the first Scene sets the tone. Noir World
offers three ways of figuring out who goes first, if people can’t reach
a decision or no one has a good idea:
hh Whoever can tell the most interesting or amusing Movie
about a character death in any other role-playing game.
hh Whoever has seen the most old, black-and-white movies.
hh Whichever Role has the most complicated and
potentially messy Hooks.
s
s
58
The Structure of Play
Picture rolling a snowball down a hill. Initially the ball starts tiny,
but as it takes on more snow and gains momentum, the snowball
becomes a force to be reckoned with. In your Movie, the information
each Director provides in each Scene is helping fatten that snowball
and accelerate it towards the bottom of its respective metaphoric hill.
The strength of Act Two is in its ability to let the Movie develop
through the combined efforts of all Roles and Directors. It’s tempting
to have an expectation coming out of Act One, thinking that the plot
will play out in a certain way, or that it can be steered in a certain way
if a Role or Director does a certain thing or says a line. I urge you to
resist temptation and try not to expect Act Two to do anything other
than let the plot expand and go where it organically wants. It may not
be what someone expects, but provided everyone continues to stay
invested in producing the best Movie and staying within the bounds
of their Role, then the Act will move in the directions that serve it best.
Act Two is generally the longest of the three Acts, as each Director
will naturally want their Scenes to be more substantial than they
were in Act One. It may also help to think of Act Two as a length
of fuse nearest dynamite. The Act progresses and the fuse burns,
getting closer to exploding, and then ultimately exploding to end
the Act and Movie.
s
s
59
Noir World by John Adamus
The majority of Movies will end after Act Two. The final Scene is often
where the guns come out and Roles get killed. Or there are dramatic
reveals and surprising outcomes. As a Director, encourage this, but keep
a firm hand on the tone. Just because the Movie is ending doesn’t mean
the wheels should come off the train.
Not every character is going to survive Act Two. Some will have
to die because the narrative leads in that direction, or because it
becomes imperative due to circumstance or criminal nature or
Hooks. Some will need to live bearing the weight and scars of the
Movie. No one gets out of Act Two unscathed.
The third Act starts with either the final moments of build-up
before the big conclusion (whether that’s a gunfight or the reveal of
the killer or the car chase on winding mountain roads, etc.) or at the
start of that conclusion. Directing a Scene in Act Three means there’s
no reason to hold anything back. Push all the dials to eleven, make
sure to risk everything, and give the best rewards.
s
s
60
The Structure of Play
The Montage
The Roles may have handled the plot, but there can still be things
left unanswered. By using a Montage, everyone is able to provide
their Role with an amount of closure. To do a Montage, each player
describes how they think the Movie ends for their Role. Did anyone
live happily ever after? Did anyone take a moment to stop and
mourn the dead? Did people move on to a new life? A new City? A
new Crime?
s
s
61
Welcome to the City
There Is Always The City
It doesn’t matter if the City in your Movie is modeled after a real-
life place or if it’s something made up: it’s always referred to as “the
City”. It’s as big or small as it needs to be, and it’s always going to be a
little too crowded and a little too noisy. It isn’t entirely based on one
real-life place; it’s an amalgam of lots of places.
s
s
62
Welcome to the City
It’s worth pointing out here that you can easily segregate Locations
in a City to different regions (like going from Brooklyn to midtown
Manhattan), and in doing so create interesting divisions to help
narrative. If you need to create a Little Havana or Little Mozambique
to give you the best Movie, by all means do it.
s
s
63
Playing Scenes
s
s
64
Playing Scenes
The Director can provide motivations for players who are confused
or unsure of what to do. This step is optional. This is especially true
for new players, or people with little experience in this sort of game.
Whatever information the Director provides has to be in line with the
Role’s Hooks, Goals, and however they’ve been played in the Movie
up to that point. Large changes in character behavior are jarring and
can throw off the Movie’s momentum.
With the prep work done, the Scene begins. It plays out until it
reaches a natural conclusion. The Roles have said all they can to each
other, and the seeds for the next Scene have been put into place.
Every Scene should connect to what’s going on in the Movie, and
every Scene should lay the groundwork for future Scenes in place.
If a Scene falls flat or doesn’t set up subsequent Scenes, it’s up to
the Director to work with the Roles involved to make clear what has
happened or is happening.
Czege Who?
The Czege Principle states: when one person is the author of
both the character’s adversity and its resolution, play isn’t
fun. This means that directing your own Role isn’t as much
fun as you think. Also, it means you act against your best
interests. Let’s say you’re Director and you bring yourself into
a Scene. If you roll 6–, you may have to drive a hard bargain
with yourself, and how hard would that bargain be, exactly?
Avoid the issue entirely and never direct yourself.
s
s
65
Noir World by John Adamus
Basic Actions
One of the important and fundamental elements of Noir World is
the Action, which is an opportunity for a Role to affect the narrative
in a specific way. Everyone has access to the four Basic Actions,
and chooses two of the four Role Actions described on their sheets.
These actions will drive the Movie forward, so it’s critical to under-
stand how Actions work.
s
s
66
Playing Scenes
Check It Out
When you want to examine, investigate, or look at things,
roll+Brains.
On a 7-9, choose one of the following, and the director will tell
you what happens:
hh What you discover makes things more complicated for
everyone in the Movie. (This may lead to a new Scene, but
doesn’t have to.)
hh You’re about to get in over your head and have to do
something you’re going to regret. (This may lead to a new
Scene.)
hh Someone is about to offer you a choice you’re not going to
like. At all. (A Role or Person can come into the current Scene.)
Fight It Out
When you attempt to injure someone or something else, roll+Risk.
s
s
68
Playing Scenes
Talk It Out
When you attempt to converse with someone else and try to
persuade them to do something or agree with you, roll+Moxie.
s
s
69
Noir World by John Adamus
Help Out
When you help someone do something, roll.
On a 6-, you’re not helpful at all, and the Director will tell you
how your help didn’t pan out the way you intended AND now
you’ve done something to jeopardize EVERYONE in the Scene.
s
s
70
The Violent City
Sometimes in the course of a Movie, fights happen. Combat has
lethal potential. Usually combat is part of a Scene as a form of violent
communication, or as a narrative development.
To support that, after every Fight It Out roll, each Role engaged in
the fighting has the option to withdraw. Additionally, fights in Noir
World tend to quickly escalate from fists to guns or even from words
to guns, so the Director of the Scene as well as the entire table is
encouraged to keep an eye on any situation that escalates too quickly
without a narrative reason. It might be really fun to have everyone
pull out guns at every opportunity, but is that the sort of Movie you
want to create? Keep that in mind whenever combat starts, or when
it seems to be going on longer than would make sense if you were
watching this play out on a screen.
Example of Combat
s
s
71
Noir World by John Adamus
Life Hurts
Being dead is probably the easiest thing someone can do in noir or
crime fiction. They just lie there, they’re not in pain, and they’re pretty
much an object to be used by other people. Whatever happened to
them is what often drives the Movie either by plot or by emotional
arc, and the other people involved use the body or the death as some-
thing to react to. Like I said, it’s the easy part.
The suffering and trauma that doesn’t kill you? That’s the hard part.
And that’s what noir focuses on. Killing someone is too easy. Making
them hurt for the rest of the Movie, that’s something to relish.
The hard part is when you don’t outright die. In many stories
(books, TV, and movies alike) there are characters who endure a great
deal of physical injury – they get fingers broken, they lose teeth, they
get shot or stabbed. It’s gruesome, it’s a lingering pain, and it’s an
active reminder of their frailty.
These people aren’t superheroes who can shrug off the effects of a
fight by catching their breath for a few minutes. These aren’t stories
with magical healing or health potions. These are stories of people
just like you or me, getting the stuffing beaten out of them while
they’re involved (or thought to be involved) with a situation.
Example of Violence
s
s
72
The Violent City
Getting Injured
Usually in noir, suffering happens far more than dying. Injury is
marked in Tiers, and Injury is cumulative. All Noir World Roles can
take up to 3 Injury.
Getting Injured
Injuries are the results of Actions. They’re often the physical
consequences to your decisions or your emotional/mental
state. When you get stabbed, shot, beaten, or otherwise
have something grievous happen to you, you take Injury.
Every weapon in Noir World has a number associated with
it, telling you how much Injury it inflicts. For example -
Knife 1 – means that this particular knife inflicts 1 Injury.
A Gun 2 then means it inflicts 2 Injury, and so on.
s
s
73
Noir World by John Adamus
Wounds
In addition to having an Injury rating, items also place tags on their
targets. These tags confer a narrative description, adding some visual
cues or imagination to the otherwise mechanical sound of “2 Injury”.
For every Injury, regardless of its associated number, a tag may be
placed on the target. A list of tags is available on page 42.
s
s
74
The Violent City
Healing
Healing is a rarity in Noir World. The Disgraced Doctor is the only
Role with an Action that can heal another Role during play, meaning
the majority of play will provide Roles with plenty of Scenes in which
Injury persists.
Healing can happen without the Doctor being a Role in the Movie.
At the end of every Act, each Role can choose to heal 1 Injury. More
important than the accounting of Injury is the narrative reason
provided. The injured Private Eye has a viable reason to go into the
second Act with that wound still fresh and bleeding, especially if
she’s going to confront the Role who dealt the damage. Directors are
encouraged to prioritize the narrative above individual Role health.
s
s
75
Noir World by John Adamus
Going Dark
Knocking Someone Out
The KO is something that needs consent – you just can’t knock
a Role out without the player knowing it, since being unconscious
means they’re unable to respond. Reviving a person requires a
narrative reason, like you slapping them awake, rousing them with
smelling salts, or throwing water on them … or whatever you think
would bring someone back around.
The KO tag does not deliver additional Injury, but when a KO item
is used to knock someone out, one die is rolled after any Fight It Out
roll happens. If the result is a 5 or 6, it’s possible to knock the target
out should the player agree. Any other die result deals 1 Injury with
no tags.
At the start of the next Scene, a Role that’s been knocked out may
come around either when the Director pulls them into the action or
when it’s narratively interesting.
s
s
76
The Violent City
Curtains
When you take more than 3 Injury, roll the dice.
On a 10+, you aren’t dead yet, but things aren’t looking good.
You’re fighting to stay alive, so do one last thing in this Scene. Say
something, do something, make it count. And then you’re dead.
Examples of Curtains
s
s
77
The Changing City
Changing Locations
Before the first Scene, everyone is going to create a list of Locations.
Put each one on a notecard and supply a Fact or a Person for the Loca-
tion. Locations can be revisited repeatedly, as often as you need to, for
whatever Scenes you need.
s
s
78
The Changing City
Locations are mutable though. You can always burn down The
Warehouse or crash a sedan into the front window of Sharpstein’s
Department Store. A Location that gets severely affected in the
Movie, even to the point of it no longer being a viable Location, can
either be removed from play entirely (making the Movie even more
claustrophobic) or changed to reflect the effects. The car sticking out
of the department’s store front window is going to change it from
“Sharpstein’s Department Store” to “Scene of a Terrible Car Accident
with Part of the Car Smashed into Housewares”.
s
s
79
Noir World by John Adamus
Adding Facts
Playing very organically means that as each player acts as Director,
new Facts about a Location or Person are going to come up. It will
start with whatever is generated at the start of play, but each new
Scene can provide more information. Whenever a new Fact is estab-
lished, the Director is responsible for writing down the Fact on the
Location card. No Location can have more than 2 Facts related to it.
Facts Are True. No matter what the Fact is, it will be true and
valid. This may be a cause for discussion among players. That’s
okay. You can always adapt the Fact so that it fits the narrative or
tone better (like people are happier naming the nun at the church
Sister Eustace instead of Sister Connie) before play begins.
s
s
80
The Changing City
Creating Secrets
Here’s an optional rule that may add some additional
tension, mystery, or intrigue to a Movie – Secrets. A Secret
is like a Fact, in that it’s a statement about a Location
or a Place, but unlike a Fact is it not universally known.
Similar to how a Role has a Secret that can affect a Movie,
Secrets can also be given to Persons and Locations.
Logistically, this is managed the same way as writing the
Facts – on the note card where you identified the Person
or Location, add a Secret (label it so you distinguish
it from any Fact). In play, whenever that Person or
Location is involved, the Director can use that Secret’s
reveal to add momentum or interest to a Scene.
Like this: The Private Eye is investigating the Socialite’s
penthouse, and the Penthouse has a Secret “+has a hidden
panic room behind the antique grandfather clock.” When the
Private Eye rolls Check It Out successfully, the Director can
choose to bring up this discovery as part of the Scene, and
introduce it as a Secondary Location once it’s discovered.
Or, for a Person: Wanda the Dock Worker has a Secret
“+knows where a body is buried.” When Wanda comes
up in play, the Director can point out that this Secret
needs to remain hidden, and can prompt the Role
acting as Wanda to do her best to keep it close to the
vest, at least until there’s a convincing reason not to.
s
s
81
Troubleshooting Noir World
What do I do when no one wants to go first?
Start with a recap of all the Locations you’ve made and how they
might connect to the Crime. If that still doesn’t create an idea, move
on to who you think has an interesting Hook and how it might relate
to a Location or the Crime. If that doesn’t create any sort of idea, look
at how two Roles are connected and ask what would make for an
interesting Scene.
Help! I’m in a Scene (not as Director) and don’t know what to do!
Are you in a Scene with someone you’ve got a Hook with? How can
you bring your Hook into a conversation about what’s been happen-
ing in the Movie so far? Do you have an Action you can take, even
if it means you need to do a little leading or creating in the Scene?
The best thing you can do is work with the Role(s) in the Scene, rely
on your Hooks, keep your Goal in mind and always try to add some-
thing that helps the Movie more than it helps your Role. Remember,
this isn’t a game where you need to or must be the winner, you’re all
working together to tell the best Movie, so make sure you’re saying
“Yes, and” and you’re willing to do whatever that takes, even if you’re
not going to come out ahead or unscathed in this Scene.
Remember too that there are other Roles in this Scene, and it’s by
working together, rather than by telling them what they’re doing or
what they can react to that’s going to make this Scene an interesting
part of the Movie. Don’t worry that your Scene isn’t ‘doing enough’ or
that it’s ‘too long’ – it’ll all work out in the end.
s
s
82
Troubleshooting Noir World
s
s
83
4
Directing
Noir World
The Director is more than just the traditional “Game
Master” who acts on behalf of all the people and
things that aren’t managed by other players; they’re
also facilitators responsible for creating an atmo-
sphere where any Role or combination of Roles can
succeed or fail or endure the consequences of either.
85
Making the Movie
In many games, the Game Master or GM, is the only proactive posi-
tion at the table. No matter the number or how engaged the players
are, they’re still reacting to whatever the GM says is going on in the
fiction. There’s nothing wrong with that, but Noir World uses a more
collaborative and dynamic model.
Keep It Claustrophobic
Noir isn’t like other types of film where there are big outdoor shots or
stories about people walking across fantasy landscapes. Noir stories
are tightly framed and uncomfortably close. There aren’t a lot of places
to go; there isn’t much breathing room. This helps keep the plot and
its implications bearing down on the people involved and continually
drives home the idea that this Movie is tense and twisted and only
going to get more of both by the time the Movie reaches a climax.
s
s
86
Making the Movie
This is why Noir World has a fixed set of Locations. There’s no escap-
ing the Movie. Locations and Persons can be revisited at any time and
any number of times, but by the end of the Movie, all Locations must be
visited at least once. It does not matter if a Location ends up being saved
to the end for some third-act showdown, or if it’s where the epilogue
happens, every Location serves a purpose to move the Movie forward.
At the end of the First Act, a Location and its Fact that doesn’t appear
like it will come into play given the developing narrative can be replaced
or modified to better fit what’s going on. However, it cannot be removed
entirely. Always make sure to have one more Location than you have
players, and make sure that by the end of the Movie, every Location has
been visited once.
Noir World is a game where you can encourage bad circumstances and
outcomes. It’s not about intentionally failing the roll or always choosing
the 6- result, it’s about understanding that this game aims to strike a
balance between tough choices and bad consequences. In that space, in
that very grey area of thinking, there’s a great engine for storytelling. Use
it, and encourage the Roles to look past their own injuries to tell the best
Movie possible.
s
s
87
Noir World by John Adamus
The Dirty Cop didn’t just get double-crossed (there’s the wince), he
ended up taking the entire fall for the Crime, and his hated nemesis,
the Good Cop, will get promoted for bringing him in.
s
s
88
Making the Movie
Directors can set a tone where the interesting thing isn’t when
everything goes perfectly or even well. Interesting events, moments
that make a Movie more engaging and enjoyable, are preferable over
the moments where there’s too little description and an over-reliance
on rolls of dice.
This isn’t to say one character should be dogpiled for the whole
Movie. Every Role in a Movie is going to end up with at least a little
dirt under their nails and on their shoes. Every Role is designed to
contribute something to a Movie (no matter what type of Movie), but
along a scuffed and effected trajectory.
s
s
89
The Directors Code
No matter what type of Movie is told, it’s important to make sure
every Director knows what their responsibilities are.
“Yes, And”
“Tell Me More…”
Take Suggestions
s
s
90
The Directors Code
This means you make it clear to the players that this isn’t just a
game around the table, you and your friends are all parts of a movie
production: the actors, the director, the writers, the camera, all of it.
And “make it clear” means not just telling them to get the message
across, but also doing it. Every time you’re Director, assume that
responsibility and set the bar high, so that your players will rise to
your challenge.
s
s
91
Noir World by John Adamus
“Yes, And”
You are your players’ biggest fan. You want them to do everything,
anything, all the things. You want this, because games are fun. You’re
super excited about anything that happens. Don’t say “No” to what the
players want to do, don’t discourage them from connecting threads
or taking the Movie in a particular direction (even or especially if it’s
a direction different than what you expected). Add to the Movie, add
reactions on top their actions, and build a huge stack of amazing and
memorable lines and events. It’s not a house of cards; it’s a pyramid
of good times.
One of the red flags to look out for is that when you create an atmo-
sphere of positive contribution, Roles not in a Scene will want to insert
themselves into it, because they want to be part of the Movie during
those fun moments. As a Director, it’s up to you to keep clear boundaries
about who is and who isn’t present for certain Scenes, as that’s critical
for tension and working out the plot. It’s possible to maintain boundar-
ies and be improvisational at the same time.
s
s
92
The Directors Code
“Tell Me More”
When you ask for information, when the world gets a little more filled
in, don’t settle for the first little bit. You don’t want a nibble; you want a
sizeable piece to dig into. Prompt players for material, and don’t settle.
That bartender isn’t just “tattooed”, he’s “marked with prison tats and
scars from a dozen fights.” The more details they can offer, the more
the world becomes theirs. And you want them to own this world, so
that when things take a turn for the tragic, everyone feels it.
Giving Permission
Actually say “Yeah you are” and “Tell me more”, it’s important
“Yeah you are” should be your response to any statement
where a player says what they’re going to do, or where
a player seeks permission for what they want to do.
“I’m going to pull my gun on him.”
“Yeah you are. Let’s see what happens next.”
What you’re trying to create as a Director is an atmosphere
where everyone at the table, regardless of their experience
with noir or gaming in general, feels welcomed and
encouraged, no matter who they are or how they identify.
To do this, Noir World not only supports playing any
Role in any fashion or identity, but the Director is the
biggest fan of the Role when they’re taking actions.
Be supportive, be encouraging. It will make a
difference with the tone of the Movie. It may also be the
permission slip some people need to take the dramatic
or interesting risks a Director may be looking for.
s
s
93
Noir World by John Adamus
If Clark is a Mook named Tiny, then you’re asking Tiny what he’s
doing about the approaching sirens he’s hearing. Make sure every-
one knows each player’s Role and the name of that Role. It’s one more
way to make the player invest in the world and feel like they and
what they do matter. This is where notecards with a Role’s name
come in handy.
s
s
94
The Directors Code
Pause the action only to describe the different decisions the Role
has to make. You don’t have to discuss each one, and you don’t want
to bog the game down with clarification or pedantry, since that will
water down the choice and its aftermath. While there’s no count-
down clock to keep things moving, any time choices are offered, you
run the risk of stalling out the Movie, so be aware of how things are
moving. And keep them moving.
s
s
95
Noir World by John Adamus
Choices should be a risk; they should give the player some pause
because they need to have a weight to them. This isn’t like offering
chocolate chip ice cream or mint chocolate chip ice cream, where
either way you’re getting ice cream, this is about having to choose
between the immediate situation and the potential future. Decisions
are supposed to matter. A lot of film noir has a “if only they had taken
the other option” feel, and that’s to be encouraged in play.
Also, it’s worth pointing out that the Movie comes first, ahead
of individual player interests. It may be exciting or fun for the Girl
Friday to rat out her best friend to the Mook, but does it narratively
make sense? Whenever choices can be made, keep the story in mind.
s
s
96
The Directors Code
s
s
97
Noir World by John Adamus
s
s
98
The Directors Code
One of the ways to track the ends is to mark each Location index card
with a number, so that players can see where they’ve been and where
they need to go before the end of the Movie. Remember that you can
also revisit a Location too. Just make a note about what Scene you’re in.
s
s
99
Noir World by John Adamus
Also, the Crime DOES NOT have to be the plot of the Movie. The
Crime is there as a potential throughline to tie things together or to
act as a catalyst for the interactions between Roles, but the Crime
doesn’t have to be the reason for the Movie. Sometimes the Crime
slips into the background, and that’s okay.
Take Suggestions
Noir World isn’t a game played by one person. It’s not played in a
vacuum, and none of it is scripted. People collaborate to tell a Movie
marinated in danger, suspense, and emotion, and often they’re more
creative than we give them credit. Sometimes they just need permis-
sion or a comfortable atmosphere, so give it to them. If someone says
something funny or more interesting or something that can lead to
better play, take it and use it. Thank the person who contributed it,
and keep the Movie going forward.
s
s
100
The Directors Code
Because the job of Director isn’t fixed on one player the entire time,
Director Actions are intentionally left broad and adaptable.
s
s
101
Director Actions
The Free Actions
hh Establishing Shot and Call Sheet
hh Fade to Black
s
s
102
Director Actions
Also, you need to list which Role is in the Scene, and why they’re
there. It’s sometimes less important to talk about how they got there,
just that they’re there now, and that’s where the Scene opens.
Fade to Black
Free Action
There are parts of Scenes that can be less exciting than other parts.
No one wants to watch someone sleep for six hours. No one pays atten-
tion to the boring parts of a stakeout. When you need to end a Scene
and pass Director responsibilities to another person, Fade to Black.
s
s
103
Noir World by John Adamus
s
s
104
Director Actions
s
s
105
Noir World by John Adamus
Later On...
Limited Action
There are parts of Scenes that can be less exciting than other parts.
No one wants to watch someone sleep for six hours. No one pays
attention to the boring parts of a stakeout. When you need to skip
ahead, use Later On. This is also a great way to gloss over a situation
that might be uncomfortable to play out, but is narratively necessary
(like when the Fatale seduces someone, and people don’t want or
need to act out the seduction, they use Later On to move forward in
time without ending your turn as a Director) or expedient to keep the
Movie’s momentum and keep the Roles invested in what’s going on.
s
s
106
Director Actions
Likewise, the risks Roles take don’t only affect their Belongings.
Relationships can be risked. Would the Dirty Cop appreciate his
arrangement with the Politician being publicized by the Reporter?
Would the Good Cop want his Secret told by the Musician?
When risk extends past the material, you can add layers of
emotional tension to a Scene that otherwise might be simplified
by moving or hiding something to protect it from danger. Even the
suggestion of needing to alter an arrangement can be enough of a
risk to spur action from a Role, and that action can be used in future
Scenes as part of that Role’s arc in the Movie.
s
s
107
Noir World by John Adamus
s
s
108
Director Actions
It’s possible that you’re not happy with the choices the Roles are
making. They might not be tragic enough, they might not be horrific
enough. Maybe they’re playing it safe, and you’re sick of it. Offering
a tough choice is a great way of putting someone in the throes of
terrible options, sticking their life between a ton of rocks and two
tons of hard places, then making them choose which way they want
to suffer. How the choices arise, whether organically or suggested
by a Role, doesn’t matter. Choices with catches are a great way of
putting a new twist on a situation. Be on the lookout for opportunities
to suggest or prompt decisions that need to be made.
s
s
109
Noir World by John Adamus
With all the Directors working together to craft the best Movie, it’s
important that each Director feed their ideas into the mix of existing
ideas. No one person controls or owns the entire story, allowing for
different contributions from anyone at the table when they’re Directing.
s
s
110
Director Actions
Once something has been set up (see the previous Action!), it’s
important to give it some closure, otherwise it will nag at the Movie
and leave a sizeable gap in the narrative. The time between when a
thing was set up and when it’s paid off is an important measure to
understand – wait too long and people will forget about it (though
that may or may not be to the Movie’s advantage); do it too quickly
and the event won’t have any resonance. What the payoff looks
like is situational, as it won’t always be an object (“Here, have the
money you wanted.”) nor a promise. You can pay something off
in any number of ways, but your own familiarity with television
and movies will easily tell you that some combinations of payoffs
and setups don’t work together (like the promise of an envelope of
money and then getting a box full of gerbils). Just like how setups
deal with an expectation, so too do pay-offs. Pay-offs play with the
expectations of reward and finality. It’s with these expectations
that you can lead Roles to “take just one more job” or “do one more
thing, and then…”
s
s
111
5
Basic Roles:
The Movers
The Movers are the proactive Roles who can
take charge and be central features in a
Movie. They have the potential to get things
done, make things better or worse, or other-
wise take steps to give the Movie some added
momentum. The Movers are:
The Fatale
The Mook
The Politician
The Gambler
The Reporter
113
The Good Cop
The City is a mess. Far too many of your fellow officers are
on the take. Far too few even care about the people who have
to live in this slowly rotting urban carcass. You’ve watched
your co-workers, your superiors, and even the politicians take
bribes, turn a blind eye, or worse. It’s like their oaths and vows
don’t matter. It’s like they don’t know they have a duty, a higher
calling, an obligation to truth, justice, and doing what’s right.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie -1, Risk -1 Brains +0, Moxie -2, Risk +0
Brains -1, Moxie +0, Risk +1 Brains +0, Moxie -1, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
s
s
115
Role Actions
Choose 2
On a 10+, chastise them and then tell the Director how you’re
going to do what’s right or necessary to fix what they’ve done.
On a 7-9, choose 1:
hh You discover information that leads you somewhere else, but it
also leads you into a fight you may lose.
hh You discover information that implicates someone you’d never
suspect.
hh A Person at the Location implicates someone not actually involved
in the Crime.
hh You think you’re onto something, but end up involving a Role you
have a Hook with.
s
s
116
A Light in the Dark
When you’re in a Scene with another Role and
they follow your example, roll+Moxie.
Shiny Badge
When you use your authority to persuade someone, roll+Risk.
On a 6-, the Director can make you risk something for free.
s
s
117
The Dirty Cop
You may have started off clean and eager, but the bloom came
off that rose pretty quickly. The only way to survive in the City
is to look out for number one along the way, because no one else
is going to. And so what if you skim a little off the top, shake an
informant down for a few bucks, or have a price in mind to look the
other way? Who’s gonna stop you? You’re pretty sure everyone else
does it too, only way bigger. So long as you stay a small fish, taking
little bites out of this rotten pie, you’ll be just fine. Sock it all away
for your retirement fund. Somewhere warm and sunny, where you
can sit in the sun for hours and get this lifetime of filth off your skin.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie -1, Risk -1 Brains +0, Moxie -1, Risk +2
Brains -1, Moxie
, +0, Risk
, +1 Brains -1, Moxie
, +1, Risk
, +1
Secrets
Choose 1
Internal Affairs has suspected for months that you’re dirty, and
they’re THIS close to catching you.
Your spouse has ZERO idea that you’re dirty, and thinks you’re the
City’s best cop.
You’re an informant for either the local muscle or Internal Affairs.
Goals
Choose 1
Hooks
Choose 2
This Role caught you doing something you shouldn’t have been.
Today’s the day they go public. With everything.
You have dirt on this Role. Today’s the last day you stay quiet about it.
You frequently think about punching this Role in the face.
By the end of this Movie, you and this Role are either going to end up
dead or enemies for life.
This Role left you at the altar, and you will never forgive them.
This Role is someone who you think would be an excellent patsy … if
you ever needed one.
You think this Role saw you do something you shouldn’t have. They
didn’t, but you act like they did.
Why doesn’t this Role love you as much as you love them?
You’re romantically involved with this Role, and it needs to end
today. Messily, if necessary.
(3-Role Hook) You and this Role worked together, then this other
Role came along and everything went to hell, and now you’re going
to make sure everyone gets what they’re owed.
(3-Role Hook) You’re in a relationship with this Role, but you’ve
promised this other Role that you’re going to end it so the two of you
can have a happier future. s
s
119
Role Actions
Choose 2
Shake Down
When you want information or a bribe out of someone, roll+Risk.
On a 6-, before the Movie is over, you’ll have to deal with one
of your Hooks based on what happened in this Scene.
s
s
120
Takes One to Know One
When you enter a social function or large gathering. ask
the Director who else at the Location might also be dirty,
corrupt, sleazy, or have something to hide. If you have
a Hook with them already, take +1 to your next roll.
On a 10+, what you’re saying seems reasonable … at least for this Scene.
s
s
121
The Fatale
Life is cruel, you can be crueler. Life is cold, you can be
colder. It’s not all about sex and looks; it’s about getting
what you want and getting it now, with a capital N. Other
people are toys and tools for you. You can play anyone
like a harp. Eventually everyone comes around.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -2, Risk -1 Brains +1, Moxie +0, Risk -2
Brains +1, Moxie -1, Risk -1 Brains -2, Moxie -1, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
s
s
122
Belongings
Choose 2
A killer outfit
Professional business attire
Your choice of kink gear
Clothing, perfect for a funeral
The most garish “Fuck you I make this look good” outfit possible
A small pistol (Gun 2 +concealable +up close and personal)
A sharp stiletto (Knife 1 +lethal +sharp)
A little black book full of favors people owe you, and those you owe them
A shovel in the trunk of your car (Club 2 +messy)
A selection of wigs and makeup to disguise yourself
A piece of very expensive heirloom jewelry
A sterling silver cigarette case and ebony holder
A swanky apartment uptown OR a cocktail lounge
you own a stake in (Location)
Hooks
Choose 2
This Role believes you are worth saving and goes out of their way to
“help” redeem you.
You would give up everything if this Role would just admit they have
feelings for you. They don’t, but you don’t know that.
This Role broke your heart routinely in the past.
This Role is someone who has always come across as better than you,
and you really want to prove they’re not.
You left this Role at the altar. You’ve been avoiding them until today.
You’d spend your last dime trying to see this Role ruined. Or dead.
You regret how you hurt this Role, and you’re trying to make it right.
This Role is going to get you exactly what you’ve always wanted; all
you need to do is make sure they take the fall.
You’re related to this Role, and no one knows but you.
This Role keeps trying to win you back. You think it’s cute, and you’re
stringing them along.
(3-Role Hook) You are blackmailing these two Roles, and neither
knows about the other Role.
(3-Role Hook) You left this Role to start a relationship with this other
Role, and at least one of them is going to “take care” of the situation.
s
s
123
Role Actions
Choose 2
On a 7-9, choose 1:
hh The other Role or Person will help you accomplish 1 thing in a
future Scene so you can get what you want later.
hh In order to get what you want, you’ll have to set up this other Role
or Person to take the fall.
hh The other Role or Person lies to you, but you believe them.
hh The other Role or Person swears they’ll help you, but first you
have to help them deal with either a Hook they have or a problem
they’re involved in. It will get messy for at least one of you.
On a 6-, your advances get spurned, and the other Role or Person
gets one of your Hooks involved to straighten things out.
s
s
124
Never a Damsel in Distress
When you want someone else to fight for you, roll+Risk.
On a 10+, they’ll do it, and another Role in the Scene takes notice.
On a 7-9, they’ll do it, but one of the Roles you have a Hook with finds out.
On a 6-, you don’t get what you want AND one of the Roles you
have a Hook with finds out AND you end up having to make a
terrible decision in order to keep things from getting worse.
s
s
125
The Mook
It’s good to know your place in the world. You’re not the
bottom of the food chain; you’re at least two good steps
above it. You’re the one people call when they need protection,
when someone needs persuading, when you need to
dangle someone else out a window … that sort of thing.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains -1, Moxie +1, Risk -1 Brains +0, Moxie -2, Risk +2
Brains -1, Moxie
, +1, Risk
, +1 Brains -2, Moxie
, -1, Risk
, +2
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
You and this Role have done some work together in the past, and it
went really well.
You and this Role did some work together, and it didn’t go well, and
you each keep a secret because of it.
This Role knows way too much about what you do. When you get a
chance, you need to shut them up. For good.
This Role left owes your employer a lot of money, and you’ve been
assigned to keep an eye on them.
You would do anything for this Role, but you won’t do … that, the thing
they keep asking you to do.
The last time you saw this Role, you swore revenge for what happened.
You’re going to kill this Role by the end of this Movie, and it’s been a
long time coming.
You’re tired of taking orders from this Role.
Everything in your life lately has brought you to today, the day where
you finally tell this Role that you’ve had enough of their shit.
(3-Role Hook) This Role has asked you to “take care of” this other Role.
(3-Role Hook) You were the one who saved this Role when their life
was in danger. They don’t know it, because they think this other Role
saved them. You should go straighten this out today.
s
s
127
Role Actions
Choose 2
Tough Guy/Gal
When you Fight It Out and roll an 11 or 12, deal 1 extra Injury.
Go Down Swinging
If you’re already injured, add +1 to any
Fight It Out attempt you make.
s
s
128
Get Your Point Across
When you intimidate a target, roll+Moxie.
s
s
129
The Private Eye
You’re a shamus, a sleuth, a gumshoe. It’s your job to do the
jobs that no one else wants, or solve the things that other people
can’t or don’t want solved. It’s not a glamorous life, but it’s your
life, and sometimes, that means bullets and dames, and other
times you take seedy photographs outside seedier motels in
areas of the City you don’t want to be caught in, alive or dead.
Maybe you’re struggling from paycheck to paycheck, and your
frequent detours to examine the bottoms of bottles and shot
glasses isn’t helping. Maybe you’re just one damsel in distress
away from getting out of the business entirely. The City’s
dirty, and you always seem to find garbage on your shoes.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains -1, Moxie -1, Risk +2 Brains +1, Moxie -2, Risk +0
Brains +0, Moxie +2, Risk -1 Brains +1, Moxie -1, Risk -1
, , , ,
Secrets
Choose 1
Goals
Choose 1
s
s
130
Belongings
Choose 2
A comfortable outfit
An office where you’re behind in your rent (Location)
A trench coat or duster (+roomy +it billows)
A tuxedo or evening dress
Workout clothes
A decent set of casual clothes for blending in
A fancy outfit with shiny shoes
A reliable pistol (Gun 2 +noisy +concealable)
A little black book full of favors people owe you, and those you owe them
A hand cannon of a gun (Gun 2 +deafening blast +heavy)
A pair of cuffs you may not have the key for
An old billy club (Club 1 +KO)
A growing stack of unpaid bills
A photo from happier times that you always keep with you
A treasured family heirloom you always keep on your person
The bedroom of the Role you went home with last night (Location)
Hooks
Choose 2
Every time you see this Role, things always get way worse before
they get better.
In another world, if you made different choices, you could see
yourself turning out just like this other Role.
This Role is a frequent client.
You broke this Role’s heart, and you don’t think twice about it. You had to.
This Role has a running tab and owes you quite a bit of money.
This Role swore they’d leave their last relationship for you. They
didn’t, and you’re devastated about it.
Exposing the truth on a case ruined the relationship you had with
this Role. You may or may not regret doing that.
You’re related to this Role, and only they know about it.
You don’t know how to redeem yourself in the eyes of this Role.
(3-Role Hook) You’re going to do your best to see that these two Roles
end up together, even if it kills you.
(3-Role Hook) You’re about to involve these two Roles in something
very stupid that could make all three of you very rich or very dead.
s
s
131
Role Actions
Choose 2
Fuego
When you find yourself in a losing situation, roll+Risk.
On a 10+, tell the Director how you narrowly escape ... this time.
On a 7-9, tell the Director how you escape but only after you (choose one):
hh Get severely injured. (2 Injury and describe your injury. It persists
for the rest of the Movie.)
hh Injure a Role or Person severely. (They take 2 Injury, and they
describe their injury. It persists for the rest of the Movie.)
hh A Role you have a Hook with comes for payback later, and one or
both of you will end up hurt or dead.
s
s
132
Always a Complication
When you enter a Location for the first time, roll+Moxie.
s
s
133
The War Vet
You went over there and did what you had to do. It wasn’t easy,
and maybe you don’t like talking about all of it, and maybe it’s
good to talk about some of it. The nice thing, if there is such a thing,
is that war gave you a particular set of skills and the confidence
to use those skills. You can handle yourself in a fight, you know
a thing or two about getting out of a jam, and they even taught
you how to jump out of an airplane. Or how to hurl a grenade. Or
kill a man in the jungle with a sharp stick and your bootlaces.
But now you’re back. And the lines between ally and enemy
blur often. The rifle’s out of your hand now, but that structure,
that routine, that order, you miss it, and you can get it back.
You’d do anything to feel like you know what you’re doing.
Names
Choose a name from the list below, or create your own.
Mark, John, Jack, Brick Rockwell, Sarah, Cordelia, Marcia, or Sandy
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains -2, Moxie +1, Risk +2 Brains +2, Moxie -2, Risk +0
Brains -1, Moxie
, +1, Risk
, -1 Brains +1, Moxie
, +0, Risk
, -1
Secrets
Choose 1
Goals
Choose 1
s
s
134
Belongings
Choose 2
Hooks
Choose 2
This Role admires you for what you did during the War.
This Role promised to wait for you while you were away, and they didn’t.
This Role hates you for what you did during the War.
You met this Role when you were on furlough. They don’t remember
what happened that night. You can’t forget it.
Everything between you and this Role changed because of what
happened that one night. They regret it, you don’t.
This Role harbors doubts about your heroism and has voiced them to
you in the past.
This Role owes you for what you did to keep them from getting drafted.
This Role is madly in love with you, and you don’t know. You also
can’t stand to be around them.
This Role knows you didn’t earn your War medals honestly and is
threatening to go public.
(3-Role Hook) You’re pretending to be someone you’re not so that this
Role keeps loving you. This other Role knows what’s going on, and
today’s the day they confront you about it.
(3-Role Hook) You and these two Roles have been planning a crime for
a long time. Today’s the day you put that plan into motion.
s
s
135
Role Actions
Choose 2
Sock It to ‘Em
Crack Shot
s
s
136
Army Training, Sir
s
s
137
The Politician
You’re someone with a vision. You’re someone who looks at
the rundown buildings and the old roads and see not ruins,
but opportunities. Sometimes this manifests as a ruthless set
of power plays, sometimes it’s truly magnanimous gestures.
While nothing yet has stayed in your way for long, there is that
possibility that you may face an impediment en route to your
ultimate goal, be that Mayor, kingpin, Senator, or something more.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie -1, Risk -1 Brains +1, Moxie -2, Risk +1
Brains -2, Moxie
, +1, Risk
, +2 Brains -10, Moxie
, +1,, Risk -1
Body Moxie Risk
Secrets
Choose 1
You’re not who you really say you are; you’ve been impersonating
someone else for decades.
You owe unbelievable amounts of money, both legally and illegally,
and you live in constant fear of being found out.
You’re dying, and no one knows it.
Goals
Choose 1
s
s
138
Belongings
Choose 2
Hooks
Choose 2
This Role is entirely responsible for your political success, and you’re
desperate to keep that a secret.
You’re bankrupting this Role, emotionally or financially. Or both.
This Role once passed a comment that they didn’t think would get
back to you. It did, and you’ve sworn to make them pay.
All your work in politics has been done so that this Role will see that
you love them.
You keep making a lot of promises to this Role, and today it will get
you into trouble.
You have arranged for this Role to meet an untimely end.
Today’s the day this Role finds out the truth about something you’ve
been hiding from them.
Using your power to keep this Role from succeeding seems like a
perfectly reasonable way to spend your time.
This Role will do anything for you, regardless of legality or risk, and
you take advantage of this regularly.
(3-Role Hook) These two Roles betrayed you, and you have always
suspected them of working together to do it (maybe they did, maybe
they didn’t), but you’re on a collision course for a showdown.
(3-Role Hook) To get where you are today, you told this Role that this
other Role is responsible for all the things wrong in your life. They
believed you. Today the truth is coming out.
s
s
139
Role Actions
Choose 2
Of the People
When you’re trying to deflect suspi-
cion, blame, or trouble, roll+Moxie.
On a 7-9, you’ll shift the blame onto a Role you have a Hook
with, and they’ll want to talk to you before the end of the Act.
On a 6-, not only are you acting MORE suspicious, you’ll have
to do something terrible in order to make things right.
Backroom Deal
When you need to bribe someone, roll+Risk.
s
s
140
Lobbying Interests
Whenever you need to persuade someone, roll+Moxie.
The Puppetmaster
When you set up at least one Role to take a fall
or be a victim in your plans, roll+Brains.
s
s
141
The Career Criminal
Knowing what you know, there are only two options for you:
a life of hustle or a life unsatisfied. You’ve been working marks
for their trust and money since you were cheating people with
a lemonade stand. Now you’re working any and every angle,
hungry for the big score so you can get away clean, so that you
can retire and live comfortably without those damned cops on your
trail and without having to look over your shoulder for the great
number of enemies you’ve accrued through swindles and lies.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie -1, Risk -1 Brains +1, Moxie -2, Risk +1
Brains -2, Moxie +1, Risk +0 Brains +0, Moxie +0, Risk +1
, , , ,
Secrets
Choose 1
Goals
Choose 1
s
s
142
Belongings
Choose 2
A well-tailored outfit
A shap knife (Knife 2 +sharp +lethal)
An outfit so you can pose as another Role
An outfit you could wear for a night out on the town
Boring casual clothes
An outfit you wear as a “disguise” to blend in when you need to
A really great looking fedora
A stack of fake business cards for all sorts of businesses
A snub-nosed .22 (Gun 1 +short range +concealable) that fits in a
purse or coat pocket
A half-full flask of hooch
A set of light-anywhere matches
Several bank accounts full of money you’ve “earned” over the years
A photo of this Person (or Role, your choice) – they’re your next mark
An illegal casino you’re running down by the tracks OR an apartment
you’re not paying rent on (Location)
A stack of fake IDs
Hooks
Choose 2
This Role used to love you, before you broke their heart for the last time.
This Role broke your heart, and you’re not over it yet.
You and this Role are on a collision course by the end of this Movie.
One of you will not walk away.
You’ve been in love with this Role for years, and they have no idea.
You conned this Role’s parents out of a large sum of money. The
parents are now dead and today the Role wants payback.
This Role is out to get you, either for personal or professional reasons.
You regret ever conning this Role years ago, because all they do now
is bring it up and want an apology. And their stuff back.
You are related to this Role, and only you know about it.
This Role is related to you, and you don’t know. Unfortunately, today’s
the day you find this out, and they find out you conned them out of
money a long time ago.
(3-Role Hook) Way back, these two Roles were unknowing allies in
one of your first cons. They never got their cut of the profits and never
knew what happened, and you’re feeling guilty about that.
(3-Role Hook) You and these two Roles are planning the perfect Crime.
Perfect, I tell ya, nothing could go wrong.
s
s
143
Role Actions
Choose 2
On a 10+, tell the Director how you and a Role you have
a Hook with both know this Location intimately.
hh You and this Person have a great relationship, and you can add +1
to any Risk roll you make.
hh You and this Person had a secret affair, and you can take
advantage of that with a +1 to any Moxie roll you make.
hh This Person taught you everything you know. You take a +1 to any
Brains roll you make.
s
s
144
Age of the What, Now?
On a 10+, tell the Director how you do the right thing and who
in the Scene gets put in a terrible position because of it.
s
s
145
The Gambler
You live your life owing a lot to lady luck. Whether shuffling
cards, pulling slots, spinning wheels, or rolling dice, sometimes
things go your way, and sometimes they don’t. But while you
might be down now, you’ll be back up around soon, better than
ever. You can’t gain anything without risking everything.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie -1, Risk -1 Brains +1, Moxie -2, Risk +1
Brains -2, Moxie
, +0, Risk
, +2 Brains +0, Moxie
, +1, Risk
, -2
Secrets
Choose 1
You’ve been trying to go legit and failing to stay that way for the last 6
months.
You’ve been gambling trying to get enough money together to marry
your best guy or gal.
You’ve been saving a lot of money for a very rainy day, and today it
looks very cloudy out.
Goals
Choose 1
To win big and rub it in the face of another Role in this Movie
To beat the house, even if you have to cheat
To win big without having to cheat
s
s
146
Belongings
Choose 2
Hooks
Choose 2
If no one could catch you, you’d punch this Role square in the nose at
least once a day.
You’ve been stealing from this Role to finance your latest run. Today’s
the day they find out.
You mean well, but you always seem to blow it with this Role,
especially when it matters the most.
You’re bankrupting this Role, emotionally or financially. Or both.
This Role will double-cross you when it’s least convenient for you.
T
his Role knows your Secret, and you often involve them in whatever
stupid or dangerous stuff you’re doing.
You have loved this Role for a long time. Today’s the day you tell them.
You’re married to this Role, and chose not to tell them you just lost
your wedding ring and your nest egg, which is eating you up inside.
You’re related to this Role, and only they know about it.
You and this Role were switched at birth.
(3-Role Hook) You went to school with these two Roles. You’ve
remained friendly outside of work, but now your job threatens your
relationship with both of them, for various reasons.
(3-Role Hook) You and these two Roles have been friends since
childhood, and today’s the day you all do something dangerous or
stupid to make yourselves wealthy or famous.
s
s
147
Role Actions
Choose 2
On a 10+, hold 2.
On a 7, 11, or doubles, you can get out of the Scene, but this
will all come back to haunt you in the final Scene of the Movie.
s
s
148
Know When to Fold ‘Em
Instead of Talking It Out, you can Gamble. To Gamble, roll 2d6.
If it’s snake eyes, you’re in deep shit, and either have to lose
something that matters to you OR make sure someone you
have a Hook with loses something that matters to them.
If it’s doubles, take the result and roll again. All results stack.
s
s
149
The Reporter
(For Lilian Cohen-Moore)
Your editor sends you out to fill column inches and damned if
you don’t do it every time. Sometimes, you even make a deadline.
Names
Choose a name from the list below, or create your own.
Lillian, Lois, Anne, Vicki, Tess, Jimmy, Sam, Skip, Josh, or Paul
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie +1, Risk -2 Brains +2, Moxie -1, Risk +0
Brains -1, Moxie +0, Risk +2 Brains -1, Moxie +2, Risk -1
, , , ,
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
You hope breaking the big story will finally get this Role to notice you.
This Role encourages you to bend and break the law at any
opportunity to advance your career.
Is it time for this Role to step in front of a bus yet? Can you maybe
push them into traffic?
That Role? Pond scum. Lower than pond scum. Even thinking about
them makes you sick.
This Role is in awe of you, thinking you’re spooky, or practically a
wizard with what you’re able to do.
You wrote unflattering things about this Role, and they want payback.
This Role is trying to sway you to write something flattering about
them, even if it’s all bullshit.
This Role has a story for you that seems just too good to be true.
This Role risks everything for you, and you never know what to say,
but today you’ll try and say something. It will go badly – you’re not
good at these sorts of things.
(3-Role Hook) In a perfect world, you’d be married to this Role and
employed by this other Role.
(3-Role Hook) This Role is paying you to regularly write terrible things
about this other Role. Today that relationship is exposed and ended,
possibly in a messy way.
s
s
151
Role Actions
Choose 2
On the Record?
When you think someone is lying to you, roll+Brains.
s
s
152
The Truth Is Out There
When you follow a theory everyone else dismisses, roll+Moxie.
On a 7-9, your lead takes you right to a Role you have a Hook with.
On a 6-, you’ll need more proof, and to get it, you’ll have
to convince a Role you have a Hook with to work with you.
You will both regret this before the Movie is over.
On a Deadline
Whenever you make a quick decision, roll+Risk.
s
s
153
6
Basic Roles:
The Shakers
The Shakers are the reactive Roles who give
meaning to the story. They may defend
the status quo, or complicate the dramatic
situation. The Shakers are:
The Citizen
The Socialite
The Musician
The Attorney
The Gangster
The Celebrity
The Ex-Con
155
The Starry-Eyed Kid
Gosh, the City is really big! These buildings and streets sure
do seem to go on forever in so many directions. And look at
those lights. One day, that’ll be your name up there. The star of
stage and/or screen, that’s you alright. This is swell! You saved
up your money, packed one suitcase and hightailed outta
that tiny town with their tiny dreams all the way here, to the
big City, where you’re gonna show ‘em all. It doesn’t matter if
they tried to tell you how hard it can be. It doesn’t matter that
they warned you about how dangerous this can all get. You’ve
got talent, and by gum, you’ll show ‘em what talent can do.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie -1, Risk -1 Brains +0, Moxie -2, Risk +1
Brains -1, Moxie +2, Risk +0 Brains +0, Moxie +0, Risk -1
, , , ,
Secrets
Choose 1
Goals
Choose 1
To get famous
To see your name in the papers
To be someone other people won’t forget
s
s
156
Belongings
Choose 3
A packed suitcase of clothes your parents gave you before you left
Your hopes and dreams of success in the big city
A wrinkled dress or ill-fitting suit for day-to-day wearing
An outfit you could wear for a night out on the town
Your high school varsity jacket
One really nice pair of shoes
A diary where you detail all your best ideas
A picture of your beloved pet
A dull switchblade your best friend from home gave you (Knife 1 +dull)
A wallet or purse bulging with your life savings
A camera and scrapbook to document your first year in the big City.
A stack of headshots and glamour photos
A cramped rat-trap of an apartment in the worst part of town (Location)
The private studio where you audition regularly (Location)
Hooks
Choose 2
You envy this Role’s success, and today’s the day you make a move to
get yours, by any means necessary.
You see this Role as an older sibling who can do no wrong in your eyes.
This Role is legitimately impressed by you and just hasn’t told you yet.
You regularly imagine what life would be like if you were this Role.
Golly, you’re pretty sure that if you just spend more time with this
Role, they’ll stop doing all that bad stuff.
You’ve decided that today’s the day you confess your Secret to this
Role, because they keep telling you that you can trust them. They
wouldn’t lie to you, would they?
This Role said you could ask them for a favor anytime.
This Role embarrassed you once, and even though they haven’t
thought twice about it, you spend hours plotting revenge.
This Role is about to ask you to do something you’ve never done before,
but they’ve promised you a HUGE reward. Of course you said yes!
You’re pretty sure you’re related to this Role, but they keep denying it.
(3-Role Hook) You witnessed these two Roles doing something
dangerous and (gasp!) illegal. They don’t know you know, but the guilt
is chewing you up inside and you need to tell someone.what happened.
(3-Role Hook) Before you left home, your mother tucked the phone
number of this Role and the name of this other Role into your suitcase,
saying they were both “really good friends of hers who can help you.”
s
s
157
Role Actions
Choose 2
Trusting Face
When you blindly follow someone because they
sound like they’re friendly, roll+Moxie.
s
s
158
Built Farm Tough
Ignore the first Injury you suffer.
Folksy Wisdom
Instead of Talk It Out, roll+Risk.
On a 6-, gee whilikers, that sounds like a swell idea, and you
can’t wait to get started … and tell everyone what you’re doing.
s
s
159
The Citizen
You are John or Jane Q Public. You’re an average citizen.
You have an average job, an average home, and an average
yard. Your spouse may or may not be average. On the
whole, you prefer nice orderly things and don’t go looking
for trouble. So why does trouble keep finding you?
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie -1, Risk -1 Brains +0, Moxie -2, Risk +1
Brains -1, Moxie +2, Risk +0 Brains +0, Moxie +0, Risk -2
, , , ,
Secrets
Choose 1
Goals
Choose 1
s
s
160
Belongings
Choose 2
Hooks
Choose 2
You’ve seen this Role around, and you’re intrigued to know more
about who they are and what they do.
This Role will tell you their Secret today in exchange for your help
doing something incredibly dangerous.
You would hate to meet this Role in a dark place alone.
You spend a lot of time trying to get this Role to pay attention to you.
This Role mistook you for someone else and tells everyone that you’re
not who you actually are.
You’ve been trying to find just the right words to ask this Role to
marry you. You’re going to have to do something big and risky today
to get them to say yes.
You love this Role, and they toy with you because of it.
You’re married to this Role, and you have no clue that today it’s all
coming to a possibly tragic end.
You used to see this Role socially back in your “wild and crazy” days.
(3-Role Hook) This Role has asked for your help in committing a
Crime, and you both agree to frame this other Role for it. It doesn’t
matter that you’ve never done anything like this before.
(3-Role Hook) In order to support your family, you’ve asked these
two Roles to help you make a lot of money quickly, even though it’s
dangerous and will probably kill somebody.
s
s
161
Role Actions
Choose 2
Patsy
When you find yourself caught up in someone else’s
plans and you don’t know what to do, roll+Brains.
On a 7-9, the Director will tell you which Role you have
a Hook with that’s going to help you before the end of
this Scene, even though you don’t want their help.
s
s
162
Beginner’s Luck
s
s
163
The Socialite
You’re not oblivious to what’s going on around you, you know
perfectly well that next weekend you’re going yachting with Lance
and his fiancé, and probably will spend your whole summer on the
Cape. Your air is rarefied; your life is often a blur of cocktails and
soirées. The coffers seem bottomless, and your hardest decisions
stem from which course you want while you’re at whatever
restaurant. Some might call you spoiled, some might call you out
of touch, but you’re pretty sure that given the chance, everyone
would jump at a chance to walk a mile in your designer shoes.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie +0, Risk -1 Brains +0, Moxie -1, Risk -2
Brains +1, Moxie
, +1, Risk
, +0 Brains -1, Moxie
, -1, Risk
, +2
Secrets
Choose 1
You didn’t inherit your vast wealth; you committed a Crime, and
you’re worried about getting found out.
You’re terrified of losing your wealth and having to work a “common job”.
You’re not really a Socialite, only a scared impersonation of one.
Goals
Choose 1
s
s
164
Belongings
Choose 2
Hooks
Choose 2
This Role is going to take all your money by the end of the Movie.
You’re related to this Role, and only you know.
This Role used to travel in the same social circles you do, and you pity
them for how they live now.
Because of the way you throw money around, this Role is always
looking for a handout. How disgusting.
Sometime in the past, you broke this Role’s heart and moved on. They haven’t.
You’ve been desperate to get this Role to agree to marry you.
This Role knows your Secret and is threatening to go public with
you. You’re not sure you could survive that, and you’re willing to take
drastic action to keep your Secret safe.
This Role has said you have the ability to get away with murder.
You’re eager to see if they’re correct.
You’re convinced that if you lose all your wealth, you’ll end up as
pathetic as this Role.
(3-Role Hook) You were switched at birth with this Role, and only this
other Role knows about it. Today’s the day you find out.
(3-Role Hook) In order to protect yourself from a threat that you
believe is true (it may or may not be) you’ve lied to this Role about
what this other Role is going to do. By the end of the Movie, this
blows up in your face.
s
s
165
Role Actions
Choose 2
Privilege, Unchecked
When you throw money at a problem, roll+Moxie.
On a 10+, the problem seems to slip into
the background … for now.
s
s
166
Swine Before Pearls
When you feel your wealth and status aren’t
being appreciated, roll+Brains.
On a 10+, a Role in this Scene appreciates you so much
that you get something you didn’t know you wanted.
On a 6-, you get yourself into hot water and have to have an
uncomfortable conversation with someone you have a Hook with.
s
s
167
The Disgraced Doctor
Losing your license was not the stoppage of your career
that the Medical Board thought it would be. Taking your
shingle down off the big blue box you called a clinic did
nothing to halt you taking care of others. Whether that’s a
god complex or something noble, you continue to work with
patients as needed, only a phone call or suture away.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation
Brains +2, Moxie -1, Risk -1 Brains +1, Moxie -2, Risk +1
Brains -2, Moxie +2, Risk +2 Brains +0, Moxie +0, Risk +1
, , , ,
Secrets
Choose 1
Your hands shake when you work; you end up getting very drunk to
do anything surgical.
You feel intense guilt over a medical mishap that wasn’t your fault.
It’s a rush to play god, and you’re looking for bigger and bigger rushes.
Goals
Choose 1
s
s
168
Belongings
Choose 2
Hooks
Choose 2
You spend a lot of time trying to make up for a mistake you caused in
this Role’s life.
Your carelessness cost a family member of this Role their life. They
don’t know you were responsible, but the guilt is eating you up.
This Role is willing to bankroll your future, but first they’re going to
ask you to do something absolutely terrible.
You love this Role, and they won’t even give you the time of day.
You have no doubt that this Role would absolutely benefit from some
surgery. You keep trying to persuade them.
Years ago you botched a procedure on this Role. Everyone except this
Role notices.
This Role left you when your practice failed.
You’d give anything to end up alone in a room with this Role.
This Role owes you a lot of money. You need it. Today.
(3-Role Hook) You went to school with these two Roles. You’ve
remained friendly outside of work, but now your job threatens your
relationship with both of them, for various reasons.
(3-Role Hook) One drunken night, this Role came to you and said they’d
love to look like this other Role. They were joking. You thought they were
serious, and today’s the day you show them how you’ll make it happen.
s
s
169
Role Actions
Choose 2
Lay on Hands
When you attempt to heal other peoples’ wounds, roll+Brains.
s
s
170
Basically, Run
In any Scene where you’re pretending to know less
than you do, take a +1 to any one roll in the Scene.
Am I Good Person?
When you use your medical knowl-
edge for personal gain, roll+Moxie.
On a 7-9, you realize that in order to get what you want, you
have to talk to another Role, and they’ll either make you a
risky offer OR put a high price tag on what you want.
s
s
171
The Musician
You’ve got the voice of an angel. Or you play with talent you
got in a deal with the devil. Either way, your melodies hold
the keys to heaven and forbidden treasures. And you know it.
Whether on stage in some smoky room or on someone’s arm,
you’re well aware and quite comfortable with everyone getting
a little whiplash and eye strain from checking you out.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -2, Risk -1 Brains +1, Moxie +0, Risk -1
Brains +1, Moxie -1, Risk -1 Brains -2, Moxie -1, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
You and this Role are related, and only you know about it.
This Role wishes they had your life, so they’ve been impersonating
you, and today you find out.
You traded your relationship with this Role for career success. One of
you regrets that decision.
One drunken night, you told this Role your Secret, and you’ve been
begging them to stay silent about it.
This Role is your best friend, and today they arrange to have you killed.
You don’t know that, and you’d never believe it if someone told you.
You’ve been secretly ripping off this Role for the last year, and today
they notice.
This Role has been trying to get you out of the music business for
years. Today they make an offer too good to be true.
You resent this Role for pushing you so hard into bad situations.
You’re married to this Role. The marriage will likely end badly. Today.
(3-Role Hook) You once used your celebrity to help screw both these
Roles over. Now they’re both looking for you, but they each think
they’re acting alone.
(3-Role Hook) These two Roles got you involved in a stupid and
dangerous plan once. It helped your career, but you’ve been planning
revenge for a while now. Today is the day you put things in motion.
s
s
173
Role Actions
Choose 2
Three-Ring Circus
When you use your fame to get what you want, roll+Risk.
On a 10+, it works, and you’ll get what you want with minimal fuss.
On a 7-9, you can get what you want but first (choose 1):
hh A Role in this Scene recognizes you, and asks a favor that will get
you into trouble.
hh The Director can involve someone you have a Hook with into this
Scene (for free), and things between the two of you are about to
get complicated.
hh You end up making a promise you can’t possibly keep to a Role in
this Scene.
s
s
174
Down to the Crossroads
Curtain Call
s
s
175
The Attorney
Justice may or may not be blind. The scales may or may
not be balanced. You do the hard work in this City, making
sure the guilty are punished and the innocent go free. But
the definitions on ‘guilty’ and ‘innocent’ seem to change day
by day and minute by minute. Graft and rule-bending are
as common in your job as legal briefs and precedents.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie -1, Risk -1 Brains +1, Moxie -2, Risk +0
Brains -2, Moxie
, +1, Risk
, +2 Brains +0, Moxie
, +0, Risk
, +1
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
This Role broke your heart and now insists on telling you how much
better their life is without you.
This Role will ask you to risk your career to help them out of a jam.
This Role wishes they had your life, so they’ve been impersonating
you, and it’s gotten them into serious trouble.
Y
ou traded your relationship with this Role for career success. One of
you regrets that decision.
This Role regrets ever meeting you, and you’re not proving them wrong.
You’ve been secretly ripping off this Role for the last year, and today
they notice.
All you can think about is how you need more of this Role in your life,
and it’s been affecting your career.
W hy won’t this Role just admit that they love you already?
Y
ou have an on-again off-again relationship with this Role. Everyone
knows you’re hot for each other.
You’re married to this Role. The marriage will likely end badly. Today.
(3-Role Hook) You only went to law school to prove to these two Roles
that you weren’t the little kid they picked on when you were growing up.
(3-Role Hook) You’re exactly the person these two Roles need to talk to
in order to pull off “the perfect crime.”
s
s
177
Role Actions
Choose 2
Objection!
On a 6-, they say no, and things will either escalate into
a fight OR they’ll talk to someone you have a Hook with,
and a fight will happen because of that conversation.
s
s
178
I’d Like to Present This into Evidence
Add one Fact to any Person or Location in the Movie,
so long as that Fact benefits you and complicates
things for someone else in this Movie.
s
s
179
The Gangster
While the City goes to hell, you’re the one holding the handbasket.
More than just a Mook, you’re rungs higher on the food chain. Are
you the Boss? Not yet. Are you living your dream? Absolutely.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie -1, Risk -1 Brains +0, Moxie -2, Risk +0
Brains -1, Moxie +0, Risk +1 Brains -1, Moxie +1, Risk +1
, , , ,
Secrets
Choose 1
Goals
Choose 1
s
s
180
Belongings
Choose 2
Hooks
Choose 2
One day, if you have your way, you’re going to kill this Role.
This Role risked everything for you when you were first starting out,
and you’ve never thanked them. Until today.
You’re related to this Role, and only they know about it.
This Role has on several occasions avoided or survived all your
attempts to “handle them” and you’ve had about enough of it.
This Role lost their reputation in order to protect you. Today they
want payback.
You and this Role spend a lot of time talking about the past. They
moved on, you haven’t.
You’ve been trying to avoid your old way of living, but this Role keeps
pulling you back in.
You want to bring this Role into your criminal empire by any
means necessary.
All you want is a quiet life with this Role, and you’ll do anything to get it.
(3-Role Hook) These two Roles are in a relationship, and you’re very
eager to break them up.
(3-Role Hook) You double-crossed both these Roles, and told this Role
the other Role was actually at fault.
s
s
181
Role Actions
Choose 2
s
s
182
Street Tough
Shrug off the first point of Injury you suffer.
s
s
183
The Celebrity
It’s not hard to become famous. You do one thing, sleazy
or otherwise, and people want to put cameras in your face
while asking you for your opinion. The hard part is keeping
that spotlight on you, because you do better in direct light.
Keeping yourself relevant is practically a full-time job in
itself. It’s a good thing the City offers so many opportunities
for you to pop up here and there, for good or ill, because you
don’t want to imagine going back to a world where no one
knows you, or worse, where no one cares about you.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie -1, Risk -1 Brains +1, Moxie -2, Risk +1
Brains -2, Moxie
, +1, Risk
, +0 Brains +0, Moxie
, +0, Risk
, +1
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
You love this Role, and they toy with you because of it.
This Role despises you for your fame.
You will kill this Role for the gossip you mistakenly think they’re
spreading about you.
This Role has information (photos, film, news, etc.) about you and
could go public at any minute. It will ruin you if they do that, so today
you’re going to have to stop them by any means necessary.
This Role is related to you, and only you know about it.
This Role once pulled you out of a jam, and you owe them BIG.
Today you ask a favor from this Role, and you can’t believe you have
to stoop so low, but you’re desperate.
This Role did something that started your career, and they never publicly
take credit. They just hold it over your head every chance they get.
This one time, something terrible happened, and this Role blames
you, even though you had nothing to do with it.
(3-Role Hook) These two Roles are in a relationship, and you’re very
eager to break them up because you love one of them.
(3-Role Hook) You’re absolutely certain that this Role will be “the next
you”, and all you need to do is convince this other Role to help you
make that happen.
s
s
185
Role Actions
Choose 2
PR Meltdown
If you use your fame to get what you want, roll+Risk.
On a 7-9, you can get what you want but first (choose 1):
hh A Role in this Scene recognizes you and asks a favor that will get
you into trouble.
hh A Person or Role in this Scene mistakenly believes you’re in the
Scene for a reason you aren’t and acts accordingly.
hh Have a conversation with one of the Roles you have a Hook with,
and they’re going to offer to “help” you for a price.
On a 7-9, choose 1:
hh The other Role or Person will help you accomplish 1 thing in a
future Scene so you can get what you want later.
hh In order to get what you want, you’ll have to set up this other Role
or Person to take the fall.
hh The other Role or Person lies to you, but you believe them.
hh The other Role or Person swears they’ll help you, but first you
have to help them with a Role they have a Hook with.
s
s
186
I’m in It for the Art
When you take an opportunity to be dramatic, even
when the situation isn’t helped by it, roll+Moxie.
s
s
187
The Ex-Con
Life in the big house made you hard. You’re not carved out of
cookie dough, you’re steel now – strong and cold. You went in,
and maybe you did it (or didn’t) do it, but you’re out now, and you
have no intentions of ever going back in. Prison wasn’t a picnic;
it wasn’t a walk in the park. You saw things and did things that
people wouldn’t believe, but you did what you had to do to survive.
Now the City welcomes you with open arms of asphalt, but you
can’t help noticing that this could just be one more prison for you.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie -1, Risk -2 Brains +1, Moxie -1, Risk -1
Brains +0, Moxie +0, Risk -1 Brains -2, Moxie +1, Risk +1
, , , ,
Secrets
Choose 1
You’ve been plotting revenge against all the Roles who wronged you.
You’ve committed far more crimes than what you went to jail for.
You were framed, and the memories of prison haunt you.
Goals
Choose 1
To get even with whatever Role wronged you before you went inside
To go legit, no matter who tries to pull you down
To make a new life for yourself in a new place
s
s
188
Belongings
Choose 3
Hooks
Choose 2
Yard Time
Ignore the first 2 Injury you suffer in the Movie.
Prison Economy
Before play begins, choose one Person at a Location.
This Person was inside with you and is maybe even your
old cellmate. You can see them any time during the
Movie and ask for one of the following (choose one):
hh An untraceable gun (Gun 2 +short range +concealable).
hh meeting with another Role that happens parallel to the next
A
Scene (a free Meanwhile Director Action).
hh nough money to bribe a Role to do something
E
dangerous on your behalf.
s
s
190
Dead Man Walking
When you’re injured, take +1 ongoing for the duration of the fight.
Thug Life
When you use your prison experience to
get what you want, roll+Risk.
s
s
191
The Girl / Boy Friday
You are always there to help. You’re always there to be involved.
You love to help. You love to be right in the thick of things. Sure, it’s
not always cheerful and sunny. Yes, it can be dangerous. But the
point is that you’re there to help, to lend a hand, to be a shoulder to
cry on. One day you might be pouring coffee, the next you’re hiding
a body. But, the important thing is that you’re helping … right?
Names
Choose a name from the list below, or create your own.
Sue Ann, Mark, Dash, Tad, Chip, Carla, Meghan, or Christine
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains -1, Moxie -1, Risk +2 Brains +0, Moxie +2, Risk -1
Brains +1, Moxie +0, Risk -1 Brains +2, Moxie -1, Risk +0
, , , ,
Secrets
Choose 1
You are THIS close to giving up on your dreams and going back to the
small town you came from.
You always try to insert yourself into situations just so you can get rescued.
You have been saving money for a rainy day, and you’re ready to do
something amazing … or risky.
Goals
Choose 1
To start a new relationship with a Role
To strike out on your own and be a huge success
To get recognition for all you’ve done
s
s
192
Belongings
Choose 3
Hooks
Choose 2
This Role thinks you can do no wrong, and you’re not eager to
prove otherwise.
You wait patiently for this Role to ask you to marry them. You’ll never
lose hope it’ll happen.
This Role has always hated you, and only they know why.
Today’s the day you put an end to how this Role abuses you.
You keep trying to help this Role, and it keeps making things worse
for both of you.
You’re related to this Role, and they still think of you as a kid.
You’re in love with this Role, and they’re clueless about it.
This Role doesn’t realize that this one time you took the blame for
something they did. It helped them out, but it still haunts you.
That one night with this Role was a drunken mistake, wasn’t it?
You’re not so sure now.
(3-Role Hook) You’re trying to end things with this Role, and set them
up instead with this other Role.
(3-Role Hook) By the end of this Movie, you’ll have to choose between
these two Roles: one you’ll be with, and the other you’ll lose forever.
s
s
193
Role Actions
Choose 2
Attention to Detail
When you help another Role Check It Out, roll+Brains.
On a 7-9, any information you get will put you in danger in your
next Scene OR a Role you have a Hook with is put into danger
because you of course tell them what you’ve found out.
On a 6-, tell the Director the worst thing you could say or
do in whatever situation you’re in, then say it or do it.
s
s
194
Danger-prone Daphne
Anytime you Check It Out, immediately roll+Moxie.
s
s
195
7
Featurette:
Narwhal
It’s been a long stretch at sea. Weeks. Months. It’s hard to
tell anymore. The days and nights have tumbled into one
another like the waves rocking the boat. All you know is
that three days ago, you spotted a pod of narwhals, and
you knew something felt wrong. You know those horned
bastards couldn’t be a good sign.
A few days ago, they followed you. You sped up, they kept
pace. You thought, what? Maybe four of them? Five? No,
someone said, six. Six narwhal. One’s bad enough, but
now there’s six and you’re running out of ideas.
197
Welcome to the Sea
What You Need to Know
Six fishermen. Six narwhal. One leaky boat and three days and
nights to get home before the ship sinks. It takes place in any Era
between the 1940s and the 1990s.
Also, if you take more than three days and nights to reach Port, you
won’t get paid. And you need to get paid.
s
s
198
Welcome to the Sea
After every Day or Night (at the end of Day 1, at the end
of Night 1, etc.), roll Sinking.
After 3 Nights or 2 Acts, any surviving crew will make it to Port. Give
each crew member a resolution Montage to wrap up the Featurette.
Sinking
At the end of every Day or Night, roll.
s
s
199
Boat Locations
Every Location on this ship is treated as though it were standard
City Creation when it comes to providing Facts. However, unlike City
Creation, no Persons are created. Additionally, each Location has
Actions specific to it, that Roles can use while at that Location. Each
Location’s Actions can only be performed at the Location (unless
otherwise specified).
The Deck
This Location includes the exterior of the hull and topside of the
ship. When you are on the deck, you have the option to either fire
the ship’s deck-mounted harpoon gun (Gun 2 +loud) or observe the
narwhals circling the ship, getting closer.
On a 7-9, you hit something. Roll a die. If even, you can maybe
salvage it, and take it to the Cargo Hold. If odd, all you managed to
do is pull a narwhal closer. The Director will tell you if they attack.
s
s
200
Boat Locations
On a 7-9, this isn’t the worst idea you’ve ever had, and you’ve only
got a few scratches to show for it. Take 1 Injury and the Director
will tell you how you earned it when you make it back to the boat.
s
s
201
Noir World by John Adamus
Brute Force
When you brute force the engine to work
harder or better, roll+Risk.
On a 10+, whatever the hell you just did is working. The engine
isn’t making any strange noises or producing unexpected
smoke. It looks like you’ll make it back to Port if this keeps up.
On a 7-9, the Director will tell you how speeding the ship
up just now has caused a problem elsewhere on board.
s
s
202
Boat Locations
The Galley
This is the second largest space on the boat and contains a kitchen,
eating area, chairs, and a few small tables. This space is +cluttered.
Cramped Quarters
In any fight that occurs here, take a +1 to each Fight
It Out roll if you’re willing to raise the water level
in the Location by 1 when the fight’s over.
Feast or Famine
When you search the Galley for an item you need, roll+Brains.
On a 7-9, find what you’re looking for, but only after you
cause a racket and make a mess that attracts attention.
On a 6-, you don’t find what you’re after, but you do find
something that’s going to make life harder for you.
s
s
203
Noir World by John Adamus
Crew Quarters
The crew sleeps here. It used to be the cargo hold, but the Captain
made the decision before this voyage started to make +cramped
quarters so that this voyage could make “the big score.” The Roles
can decide if the narwhals were the score, or if they interrupted the
hunt for the score.
Secret Stash
When you search the Location for something, roll+Brains.
On a 7-9, you don’t find what you’re after, but you find something
that will get a Role you have a Hook with into trouble.
On a 6-, instead of finding what you want, you find things that
neither you nor another Role in the Scene want discovered.
s
s
204
Boat Locations
Cargo Hold
This is the largest area on the ship. A lot of other rooms sacrificed
space in order to make sure there was plenty of room to hold the
catch. It’s also where the largest leaks have been temporarily patched.
Hiding Spot
When you need to conceal yourself or something
from other Roles, roll+Brains.
On a 6-, not only are they going to find it when least convenient
for you, but they’ll use it to make things worse for everyone.
s
s
205
Noir World by John Adamus
Captain’s Quarters
The Captain has very clearly made this their space. It’s got the
nicest bed, the best linens, and plenty of supplies for one person
to live as comfortably as possible sharing a single bathroom with
five fishermen.
Lap of Luxury
When you take the one object you need from here, roll+Risk.
Crow’s Nest
Any Talk It Out rolls made here add a +1 if the Role doing the
asking is willing to make a terrible choice the Director offers.
s
s
206
Boat Locations
The Helm
From here, the ship’s course can be plotted and laid in. It’s the
highest point on the ship. This is also where the Radio is.
Plot a Course
Whenever you lay in a course you think will get
you back to Port faster, roll+Brains.
On a 6-, everything looks fine! You’re not at all worried that this
new course puts a whole lot of danger between you and Port.
Hail a Vessel
Whenever you use the Radio to talk to someone, roll+Moxie.
On a 7-9, the Radio cut out a little bit, but you’re pretty sure
your message came across. Help will arrive a Scene too late.
s
s
207
The Captain
This is your vessel. This is your crew. You’ve
got the sea in your blood, and thanks to these
narwhal, some of your blood in the sea.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +0 Brains +0, Moxie +0, Risk +0
Brains -1, Moxie -2, Risk +0 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
You’re hoping the boat sinks and that everyone on board is lost so
that your family can collect the insurance.
You turned down a full-ride scholarship and dreams of medical
school to take over the family business.
Narwhals killed your family and you’re out for vengeance.
Goals
Choose 1
To make the big score and give up this life that’s wearing you down
To be the only one who gets out alive
To be remembered and loved by the crew
s
s
208
Belongings
Choose 3
Hooks
Choose 2
You had to convince this Role to take this job. You both agreed this would
be your last voyage. One of you took that more seriously than the other.
This Role lied to you about their motives to take this job, and you’ll
find that out before the end of the Movie.
You’ve never suspected this Role of trying to kill you, but today’s
attempt might succeed.
This Role once tried to lead the crew in a mutiny, and you’ve resented
them ever since.
This Role has been sleeping with your spouse or partner, and the
guilt’s been eating them up.
This Role promised to marry you, but they broke your heart. Now you’re
both on this damned boat, and it’s time to talk about the past.
This Role has fished you out of too many dive bars and brothels to
count, and you’re pretty sure they’re sick of saving you.
You would give anything to keep this Role from turning into you one day.
You became Captain to impress this Role, but they’re not impressed. Ever.
Before this voyage even started, you dreamt about this Role having
“an accident” so that you could “comfort” their family back home.
This Role is going to confess their Secret to you at the worst possible
time before the Movie ends.
You need to tell this Role how you feel about them. You can’t keep a
secret any longer.
s
s
209
Role Actions
Choose 2
On a 7-9, what you do succeeds, and it’s inspiring, but tell the
Director what you lose, say, or give up, in order to make it work.
On a 6-, no, this isn’t working, but you don’t realize it yet. Either
the Director will set up something to pay off later OR they’ll tell
you that everything’s fine, and then another Role in this Scene will
have to make a terrible choice the Captain doesn’t know about.
Make It So
Whenever you give an order and expect it followed, roll+Moxie.
s
s
210
Farewell and Adieu
Whenever you take a risk that could affect
the crew and/or the ship, roll+Brains.
s
s
211
The Mate
Always a bridesmaid, never a bride. You’re the
Executive Officer. This means that you have to
deal with all the complaints from the crew, and
the outrageous commands of your captain.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie +0, Risk -1 Brains +0, Moxie +2, Risk +0
Brains -2, Moxie +0, Risk +1 Brains +0, Moxie +1, Risk +2
, , , ,
Secrets
Choose 1
You believe that the best kinds of heroes are the ones who die trying.
The minute you return to Port, someone’s going to break your thumbs
if you don’t have their money.
You admire the narwhal for its grace and tenacity.
Goals
Choose 1
s
s
212
Belongings
Choose 3
Hooks
Choose 2
You and this Role have a long history of falling in and out of love.
You’d love to spend your days avoiding work and getting drunk, but
this Role always seems to be in the way.
This Role loves you, but you keep rejecting them. It’s a game to you
now, even though it breaks their heart every time.
No matter what this Role says, promises, or offers, you’ll never put
them ahead of the chance of becoming Captain one day.
This Role ratted you out when you tried to arrange a mutiny. They
deserve payback.
This Role keeps dropping hints about your Secret, and you’re
desperate to shut them up.
You keep daydreaming about what life would be like if you admitted
your feelings for this Role.
A long time ago, you almost killed this Role. They don’t know it was
you, but you have to tell them before the end of this Movie.
Nothing is more important than exposing this Role, the asshole.
You married this Role in international waters one drunken night, and
you don’t know how to tell them you weren’t serious.
Life would be so much easier if this Role would just shut up and let
you do what you wanted.
s
s
213
Role Actions
Choose 2
Ahead Full
When you give an order that usurps the
Captain’s plans, roll+Brains.
Jolly Roger
Instead of using Hail a Vessel, use this
Action instead and roll+Brains.
s
s
214
I Got a Bucket
You only suffer 1 Injury when using Use the Pump.
Land Ho
Whenever you Plot a Course and can brag
to another Role about it, roll+Moxie.
s
s
215
The Salt
You’ve lost track of the number of times you’ve been out
to sea. Those rolling waves and stormy nights are far more
your home than any apartment you can barely afford.
You like it out here. Things make sense out here. And in
all your years, never have you seen narwhal do this.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -2, Risk +1 Brains +1, Moxie +2, Risk +0
Brains +0, Moxie +0, Risk -1 Brains -1, Moxie +1, Risk +0
, , , ,
Secrets
Choose 1
You are most looking forward to getting back to Port and watching
your favorite soap opera.
You don’t want to survive, so you’ll destroy the Radio at your first
possible convenience.
You killed a War Vet in a bar fight and assumed their identity years ago.
Goals
Choose 1
Hooks
Choose 2
You promised someone back home that you’d kill this Role before the
end of the Movie.
This Role has promised to cut you in on a big score if you make sure
nothing happens to them.
You just want this Role to know how you feel about them. That’s all
you’ve ever wanted.
This Role deserves a punch in the mouth, a kick in the ass, or worse.
And that’s just for starters.
This Role routinely cheats you out of money, and you’re sick of it.
This Role wastes far too much time trying to be your conscience.
Today you make them shut up.
You need to redeem yourself in the eyes of this Role, no matter what.
Back in Port, you regularly impersonate this Role so that you can get
laid or get free drinks. They don’t know, but you’re starting to feel bad
about it.
This Role is the only person on board who knows that you nearly died
thanks to a tragic narwhal encounter as a child.
You promised to love this Role forever, but it looks like you’re going to
have to break that promise before the end of this Movie.
You keep raiding this Role’s bunk and found something shocking.
This Role has been trying to pick a fight for days now. Today’s a good
day to oblige them.
s
s
217
Role Actions
Choose 2
Shrug off the first two points of Injury you suffer in the Movie.
Once per Act, you can re-roll any roll you make so long as you
can tell the Director how life at sea taught you a valuable lesson.
s
s
218
Little Brown Eel
s
s
219
The Rookie
You picked a hell of a time to come on board, kid.
This is your first voyage. You’ve got your reasons to be
out here, sure, but you’re as green as they come.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie +1, Risk -2 Brains +0, Moxie +2, Risk -1
Brains -1, Moxie
, +0, Risk
, +0 Brains -2, Moxie
, -1, Risk
, +2
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
Y
ou joined this crew because this Role made a promise they have zero
intentions of keeping.
This Role forced you to join this crew under threat of you
disappointing your family back home.
You could see yourself kicking this Role overboard for all the shit they
put you through.
This Role is related to you, and only they know about it.
This Role has always refused to rekindle your relationship, until today.
Y
ou are going to have to do something pretty big to make this Role aware
of how you feel about them.
You cannot let this Role draw another breath on this goddamned boat.
You owe this Role because they stood up for you when no one else would.
This Role holds an event in your past over your head, and you wish
they’d let it go.
You haven’t told this Role that you want to marry their sibling back
home yet, and you hope they don’t find out.
This Role taught you everything you know, and you’re eager to learn
more, no matter how irritating that may be.
Y
ou agreed to help this Role take over the ship in exchange for your
share of the haul and a favor you’ll be asked for by the end of this Movie.
s
s
221
Role Actions
Choose 2
New Guy
Whenever you are the butt of someone’s jokes, roll+Moxie.
On a 10+, you can laugh along with it. Good joke, guys.
Shovel Chum
When you follow an order without question, roll+Brains.
On a 7-9, you have a better idea. Tell the Director what you do
instead, and then confide in one Role about what you’ve done.
On a 6-, screw the order, you know exactly what to do. The
problem is that you’ll not only put yourself in harm’s way
(the Director can threaten or harm someone/something
for free) but risk someone else in the Scene as well.
s
s
222
Little Buddy
Take a -1 to any Help Out rolls you make with the Captain or Salt.
s
s
223
The Drifter
You never stay in one place too long. You’ve got your reasons.
You haven’t held a steady job in years, and you’re as surprised
as anyone about how well this is going. Maybe the sea is where
you’re supposed to have been this entire time. Have you thought
about being Captain? They do get the biggest shares…
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie +2, Risk -2 Brains +0, Moxie -1, Risk +0
Brains -1, Moxie -1, Risk +1 Brains -2, Moxie +0, Risk +2
, , Secrets , ,
Choose 1
You used to be a Dirty Cop. You went clean, and then got out of the
City before the mob found you.
You’re an escaped convict posing as the twin sibling of a beloved
guard you murdered.
The only way your family is taking you back is if you get these
narwhal before they get you.
Goals
Choose 1
s
s
224
Belongings
Choose 3
Hooks
Choose 2
This Role knows why you left your family, and you’ll do anything to
keep them from exposing the truth.
You confide in this Role, even though you know you shouldn’t.
This Role wants you to forget your past and think about the future
they’re offering you. It’ll just start with you doing them a “small” favor.
This Role is forever denying all your offers of help, so it looks like
you’ll have to get more forceful about it.
You can’t believe this Role manages to not die on a daily basis, and you’re
starting to wonder what it would take for them to have an accident.
Given the right circumstances, this Role is who you want to spend
your life with, should you get off this boat alive.
You’ve been worried this Role has nefarious plans for this voyage,
and you’re going to put a stop to them, somehow.
You’re related to this Role, and that’s why you’re on this voyage.
You’ll keep this Role safe even at the cost of your own life, it’s what
their mother made you promise to do.
This Role deserves more respect than you’ve been giving them, and
today you go about changing that.
This Role never passes up a chance to tell you what you’re doing wrong.
You are willing to do anything to get this Role to sign over their share
of the cargo to you.
s
s
225
Role Actions
Choose 2
Repair
When you attempt to fix the Engine or
Radio should it break, roll+Brains.
s
s
226
Amity Means Friendship
When someone rolls Talk It Out in a Scene you’re in, roll+Risk.
On a 6-, you can’t help yourself and say the worst thing
possible, exposing not only a Role but also yourself
to danger. Tell the Director what happens.
Crack Shot
Add +1 to any Attack the Narwhals roll.
s
s
227
The Loose Cannon
Predictable isn’t a word a lot of people use to describe you.
You’re pretty sure that’s synonymous with “ordinary” or “boring”
or “passive”, so ever since you’ve come aboard, you’ve been
living life to the fullest, taking whatever risks you can, and
generally pushing everything to its absolute limit. Because
what’s the point of life if you’re not going to do it full throttle?
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie +0, Risk -2 Brains +0, Moxie +2, Risk -1
Brains -1, Moxie -1, Risk +1 Brains -1, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
You don’t plan to make it off the boat alive. You never plan to make it
out alive.
You used to be a very popular musician a few years ago. Now you’re
hiding from that life.
You don’t need money at all, you’re the child of wealthy Socialite parents.
Goals
Choose 1
Hooks
Choose 2
Y
ou could have been this Role, if only one moment in time had gone a
different way.
Is there anything or anyone more frustrating than this Role?
Before this Movie is over, this Role is going to regret ever breaking
their promise to you.
This Role has no idea that back home, you’ve been sending their
spouse money for the baby that’s yours.
This Role has been running up a bar tab in Port under your name, and
you’ll find out about it before the end of the Movie.
No, you wouldn’t mind at all if this Role drowned. In fact, you’d help.
You and this Role are going to set the record straight today, even if it
has to get messy.
You promised this Role that the haul would be ten times bigger than it
is, and now they want an explanation.
You blame more than half of your problems on this Role.
This Role treats you like family, which is why it hurts so bad when
you disappoint them regularly.
You and this Role have big dreams of a future together, if you both get
out of here alive.
This Role has loved you for a long time, and you’ve had no idea until today.
s
s
229
Role Actions
Choose 2
Sacrifice
When someone enters a Flooded location, you can
rescue them, provided you tell the Director what you’re
risking and ultimately giving up to save them.
On a 6-, good plan hot shot, the Director will tell you how
things just got worse for everyone in this Scene.
s
s
230
Finish the Fight
Once per Act, re-roll any Attack the Narwhals roll.
Blowhole
Instead of Talk It Out, use this Action instead and roll+Risk.
s
s
231
How to Play Narwhal
This Featurette proceeds through a fixed set of Days and Nights,
broken up by Flashbacks and Meanwhiles. The intention is to keep
the Movie on edge, and therefore keep the Roles on edge.
Day One
This is not the first day of the voyage, but rather the first day after
the narwhal attacks. The relationships between Roles, however
frayed, however tenuous, are already in progress, and are building
towards whatever their conclusions might be.
Night One
The tension should increase here, with the threat of more narwhal
attacks or boat problems starting to present themselves over the
course of the night.
Day Two
This is a great time to introduce or reinforce the notion that the
only way to get through this is to get back to Port. This is the halfway
point of the Movie, and most often, the halfway point to whatever
machinations the Roles may be developing.
Night Two
This is often where plans start to happen, as well as start to unravel.
This is the most common moment for a Director to introduce another
narwhal attack, or push a Role to make a terrible or selfish decision.
s
s
232
How to Play Narwhal
Day Three
If there was ever a time for a climax, this is it. This would also be
one of the least convenient moments for one more round of engine
trouble, flooding, or narwhal attacks.
Night Three
The last night before the ship and any survivors will reach Port on
what would be the start of Day Four, unless other plans or disasters
have taken precedence.
s
s
233
8
Featurette:
The Prom
It’s the Prom. And Prom Weekend. For so many
young adults, this weekend is the pinnacle of social
and emotional plans and dreams. It’s a combination
of rented outfits and expectations and emotional
expression that culminate in consequences and
lasting memories that mark or scar people for the
rest of their lives.
235
Welcome to Prom Night
In this Featurette, the Roles are those of six teenagers who have
gotten together for Prom Weekend. The Movie has 4 fixed Loca-
tions – the Prom, the Limo, the Hotel, the Beach – and 2 Locations
the Roles will provide. Facts and Persons for all 6 are created as per
usual. Additional Locations can be added as needed for the sake of
the narrative.
The Prom Featurette tells the story of six kids and their fateful
decisions during the three-day weekend rich with expectations,
hopes, and promises. It’s a weekend that will irrevocably change
and define their lives. It’s where six kids shape their futures.
s
s
236
Welcome to Prom Night
This Featurette is noir at its most raw, with the blurring of so many
lines and expectations while also being potentially one of the more
brutal and affecting Featurettes. Roles in The Prom are tailored to
the best and worst of the youthful tropes players may expect in a
Featurette like this while making sure each has the potential for a
dramatic and enjoyable arc.
Each Scene takes place at a specific time (Day 1, Night 1, Day 2, etc.)
unless it is a Flashback.
s
s
237
The Locations
Every Location in this Featurette is treated as though it were stan-
dard City Creation when it comes to providing Facts. The Locations
are as follows, and are always visited in this order:
Going to Dinner
One Role has arranged for the whole group to have dinner at a
fancy restaurant. Naming the restaurant, deciding on what kind of
restaurant it is, and what people eat and drink is decided as per usual
City Creation rules. Possible Persons include the Waiter, the Maitre’d,
the Hostess, or anyone associated with working in the restaurant.
The Driver
s
s
238
The Locations
At the Prom
The Limo arrives at the Prom, but it waits out front for the dura-
tion of the event. The event itself is in a large space and is themed.
Possible Persons include other attendees, teachers, the Chaperone,
the Prom Planner, or someone associated with the venue.
The Hotel
The Hotel, where the booze, sex, and drugs
can collide with expectations and pres-
sures. For some this will be the most antic- The quality of the
ipated part of the night, and for others the hotel is entirely up
most dreaded. What happens here will be to the Roles. It can
carried forever by the Roles, in both pleasant be five-star luxury, a
and haunting memories. Possible Persons half-star flophouse, or
include hotel desk staff, Housekeeping, and anywhere in between.
various people living in and around the hotel.
The Beach
The waves and sand add a weight to the weekend. Is it a vacation?
A reminder of younger, better days?
s
s
239
The One Who
Wont Move On
These are your glory days, why let them go?
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +1 Brains +2, Moxie +0, Risk +0
Brains -1, Moxie -2, Risk +0 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
You abuse steroids.
You cheated on all the tests and papers necessary for the “perfect”
future everyone praises you for.
You’re going to sell the family business the first chance you get.
Goals
Choose 1
To make sure no one forgets you, no matter what
To have “an epic time”
To stand up to authority
s
s
240
Belongings
Choose 2
Hooks
Choose 2
You and this Role have been best friends for as long as you can
remember. You are terrified of having to say goodbye to them this
weekend without admitting how you feel about them.
This Role is your date this weekend. You want to make sure at least
one of you has a good time.
Y
ou broke up with this Role a few months ago, but they’re still your date
for the weekend. You realize this is going to get awkward in a hurry .
This Role is going to break your heart before the weekend is over.
You’re going to break this Role’s heart before the weekend is over.
This Role is related to you, and only they know about it.
You keep this Role around so that you can take advantage of their
stuff regularly.
You’re only friends with this Role because you believe they make you
look better to other people.
Before the weekend is over, you’re going to tell this Role how you feel,
and the response may not be what you’re expecting.
This Role is the last holdout for signing your yearbook with
something meaningful, and you should ask them why.
Despite this Role’s constant urging, you’re just not ready to make plans
for the future, and you’re sick of them pushing you.
No one knows you’ve changed your entire future plans just to spend
more time with this Role.
s
s
241
Role Actions
Choose 2
Broken Heroes
Whenever you reference the past in a way you
think is fond or positive, roll+Moxie.
Rewind
Whenever you reference the past in a negative way, roll+Brains.
On a 6-, the past is coming back to haunt you. The Director will
tell you how harm from your past is continuing to hurt you.
s
s
242
One Last Time
When you and a Role you have a Hook
with have a serious talk, roll+Risk.
On a 10+, tell the Director how it makes the current Scene better.
On a 7-9, the Director will tell you how things are only going
to get better by you putting another Role in harm’s way.
On a 6-, tell the Director how the only way anyone gets out of
this is by hurting and being hurt. Choose either yourself or the
other Role, and the Director will tell you what you both need to do
before the end of the Movie in order to not make things worse.
s
s
243
The One Who
Cant Wait to Move On
Really, these are the glory days? God, you’ve been
over them for what feels like a lifetime already.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +1 Brains +2, Moxie +0, Risk +0
Brains -1, Moxie -2, Risk +0 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
Your car is packed and you’re ready to leave this town the minute this
weekend is over.
You’ve discovered you’re about to be a parent for the first time.
You’re leaving town without actually having enough credits to graduate.
Goals
Choose 1
Hooks
Choose 2
Whenever you can talk about how you can’t wait to move
on, take a +1 to one roll you make in this Scene.
s
s
246
They’re beneath You
When a Role you have a Hook with rolls Talk It Out with you, choose 1:
hh Before the end of the conversation, negatively involve another
Role you have a Hook with.
hh Before the end of the conversation, make the Role feel as guilty
and as awkward as possible.
s
s
247
The One with
Everything to Lose
You can’t step a toe out of line, or can you? Just trying to
get through the day without being too embarrassed.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +1 Brains +2, Moxie +0, Risk +0
Brains -1, Moxie -2, Risk +0 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
You’ve been lying about who your parents are for years.
You’ve got a worsening shoplifting habit.
You’re an abuse survivor.
Goals
Choose 1
s
s
248
Belongings
Choose 2
Hooks
Choose 2
You’ve had major feelings for this Role for years, and dammit, you’re
going to spend the weekend letting them know it.
You and this Role are going to be roommates this weekend, and only
you see it as the best thing ever. Best. Thing. Ever.
This Role is secretly sick of how you keep talking about what you’re
going to do in the future and hopes you fail.
You’re in an on-going relationship with this Role, and this weekend is
going to test it.
This Role is tired of seeing you succeed at everything and is actively
trying to sabotage your weekend.
This Role is going to ask you to do something stupid.
This Role is related to you, and clearly they’re the favorite sibling.
This Role is your competition and you can’t let them win ANYTHING.
This Role knows something that will jeopardize your future, and
you’ll do anything to stop them from spreading it around.
This Role has stolen something from you, and you’re going to realize
it when it’s needed the most.
T
his Role is a charity case, so you’ve gone out of your way to set up a
perfect weekend for them… too bad it’s all going to backfire for you both.
s
s
249
Role Actions
Choose 2
On a 10+, not only will they do it, they’ll get another Role involved
and do something even more big, stupid, or dangerous.
Like a Fox
Whenever a Role pressures you to do some-
thing you don’t want to do, roll+Risk.
On a 7-9, tell the Director how you fail to negotiate your way
out, and then ask a Role you have a Hook with to help you.
s
s
250
Save the Day
Whenever you do something that some-
one isn’t expecting, roll+Risk.
No Risk, No Reward
s
s
251
The One with
Nothing to Lose
Who cares? What really matters anyway? This is all bullshit. It’s
a lame excuse for these idiots to drink beer and rub up against
each other in hopes of distracting themselves from the pathetic
emptyness of their meaningless consumer-driven lives.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +1 Brains +2, Moxie +0, Risk +0
Brains -1, Moxie -2, Risk +0 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
s
s
252
Belongings
Choose 2
Hooks
Choose 2
This Role wants to save you, but you keep hurting them in the worst
way possible in order to try and push them away.
You are secretly in love with this Role and will take the fall for
something they’ll do in order to protect them.
You see this Role as the sibling you always wanted.
This Role let you take the fall for something they did, and this
weekend you’ll have your revenge.
This Role is in love with you, and you have no idea.
This Role thinks they’re better than you, and you’re going to knock
them down a few pegs.
You have a deep need to confess terrible things to this Role.
This Role is going to get you in so much trouble this weekend, and
you’re looking forward to it.
You spend a lot of time making sure this Role doesn’t get into trouble,
and no one else knows it.
This Role is your roommate this weekend, and it seems like a perfect
time to ruin their life.
You will spend your last dollar making sure this Role doesn’t turn out
anything like you.
You and this Role are meant to be together except they don’t know it
yet, but you’ll show ‘em.
s
s
253
Role Actions
Choose 2
Protected Pedestal
When you take advantage of your status or
position for personal advantage, roll+Brains.
On a 10+, you get what you want but first, you (choose 1):
hh Gain information that will help you later
hh Hear about an opportunity that will benefit you later.
On a 7-9, you will get what you want AFTER you put
a Role you have a Hook with into harm’s way.
s
s
254
Wasn’t Always Like This
Lucky Cockroach
Shrug off the first point of Injury you receive.
s
s
255
The One Who
Doesnt Belong
How the hell did you end up here? You have no
place being here, not with these people.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +1 Brains +2, Moxie +0, Risk +0
Brains -1, Moxie -2, Risk +0 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
You have a warrant out for your arrest.
You aren’t sure if you want to go to college.
You really love dinosaurs, like, REALLY love them.
Goals
Choose 1
To fall in love the way you see in the movies
To earn someone’s respect
To get over something you’re afraid of
s
s
256
Belongings
Choose 2
Hooks
Choose 2
The only reason you’re here tonight is because this Role has you
confused with someone else, and you’ve never corrected them.
Y
ou promised this Role’s parents that you’d keep them out of trouble, but
they’re not making it easy.
This might be your only chance to tell this Role how you feel about them.
You and this Role share a secret about something that happened last
year, and you’re not handling it well.
This Role never forgave you for something that’s really your fault.
You blame this Role for ruining something important to you that
they’ve long since forgotten about.
You’ve spent too long living in this Role’s shadow, and by the end of
the Movie you’ll make them pay for keeping you down.
By the end of this Movie, this Role is going to know exactly how you
feel, even if it gets messy.
This Role has been planning to ruin you for a long time now, and
tonight you suspect they’re putting that plan into motion.
You just want to make this Role happy, and you’ll do everything you
can to see that happen.
This Role is always ready to fight you, and you never back down.
T
onight, you and this Role confess your feelings to each other. Except
they’re going to break your heart.
s
s
257
Role Actions
Choose 2
On a 7-9, the Director will tell you what you have to do to put
the blame on you and off the other person. Then do it.
On a 6-, not only do you not keep the other person out
of trouble, you get lumped in with them. The Director will
explain and then let you deal with the consequences.
s
s
258
Um…
Whenever you try to stop someone from doing
something you think is stupid, roll+Brains.
s
s
259
The One Everyone Likes
These are your glory days, why let them go?
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk -1 Brains +1, Moxie +1, Risk -1
Brains +2, Moxie -1, Risk +0 Brains -2 Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
You killed someone in an accident and your parents paid to keep it quiet.
You sing showtunes when you think no one is around.
You enjoy watching boys kiss.
Goals
Choose 1
To break someone’s heart
To get what you deserve
To take credit for something that you didn’t do
s
s
260
Belongings
Choose 2
Hooks
Choose 2
This Role has been trying to ruin you, and before the end of the
Movie, you’ll turn the tables on them.
If you’re going down, you’re taking this Role with you.
You’re going to get with this Role if it’s the last thing you do.
Exposing this Role for who they really are is top of your priority list,
even ahead of having a good time this weekend.
This Role is your roommate this weekend and is completely oblivious
to how you feel about them.
You’re related to this Role, but only you know about it.
This Role wants to be you so badly that it’s sort of creepy.
A long time ago, you confessed how you felt to this Role and they’ve
forgotten. You’d like a do-over before the end of this Movie.
A one-night stand with this Role was one of the worst experiences
you ever had, and now it looks like they want to do it all over again.
You’re going to put an end to this Role ruining everything for you.
Without this Role in your life, your future is hopeless, so how are you
going to convince them to go with you?
This Role has been promising this weekend will be special since you
were little kids. And so far, nothing has gone right.
s
s
261
Role Actions
Choose 2
Always a Bridesmaid
When you feel like someone’s intentionally ignored you, roll+Brains.
On a 7-9, tell the Director who you pick a fight with about it,
then go pick that fight and live with the consequences.
s
s
262
Wonderwall
When you attempt something romantic with someone, roll+Risk.
On a 6-, the Director will tell you how you get your
heart broken. Then tell the Director what you do to
make things worse before they get better.
s
s
263
9
Featurette:
Retro Heroes
& Villains
Sometimes the Movie you want is a little
less about detectives and fatales, and a
little more about the classic and fantastic.
Just before noir really took off as a move-
ment, there was a span of time where pulp
and noir overlapped, and you saw a lot
of traditional heroes of adventure serials
suddenly and somewhat incongruously
take on different sorts of stories.
265
Welcome to Justice City
The Retro Heroes and Villains presented here are noir adaptations
of classic comic and radio serial heroes given a tint through a Noir
World filter. The colors maybe are a little muted, the backstories are
a little less glamorous, but these are the heroic and villainous tropes
we recognize today.
Yes, you can combine several of these Roles in one Movie for a sort
of Retro-Watchmen, but that’s up for player discussion, since it can
be hard to maintain a consistent tone when you have these Roles and
their agendas all in play with each other.
Any of these Roles can be brought into any other Noir World Movie,
but not the Featurettes. This is by design, so that you don’t suddenly
have for example, The Amazon running roughshod all over a High
School or The Chaos dealing with narwhals (no matter how interest-
ing that might sound).
s
s
266
Welcome to Justice City
s
s
267
The Amazon
You’re a woman in a man’s world. It’s a wonder you’ve made
it this far, but you continue to impress in all the right ways
when asked. Brains, brawn, sex appeal, it doesn’t matter,
you do what needs to be done, you say what needs to be
said, and no man can tie you down and hold you back.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie +1, Risk -2 Brains +0, Moxie +2, Risk -1
Brains +1, Moxie -2, Risk +0 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
You’re willing to give everything up for this Role, but they have no
idea you even care about them.
This Role is intimidated, because of something they saw you do.
You need this Role to give you the approval they’ve long denied, but
have you taken things too far to get it?
You and this Role grew up together, but now you can’t be bothered to
care about their life.
This Role is going to do something absolutely dangerous in order to
show you how serious they are.
You and this Role used to be together, but something you don’t talk
about drove you apart, and it still hurts.
This Role broke your heart when they said or did this one thing.
You’re eager to break more than just their heart now.
This Role has offered you a great deal of money to do something
stupid today.
This Role is the best sidekick no matter the adventure.
It’s as if some invisible force is keeping you and this Role apart
despite everything you both do.
(3-Role Hook) You were left at the altar by this Role, who you later found
canoodling with this other Role. Today you set them both straight.
(3-Role Hook) You heard from this Role that this other Role is going to
make you take the fall for whatever they’re doing.
s
s
269
Role Actions
Choose 2
Invisible Jet
Once per Act, you can arrive into a Scene (where someone else
is Director), without being brought in by Director Action.
Child of Themyscira
Whenever someone asserts you’re not up to a task, roll+Moxie.
On a 7-9, you vow to accomplish the task, but you quickly realize
that you’ll need to ask a Role you have a Hook with for help.
s
s
270
Tell the Truth
When you suspect someone of lying, roll+Brains.
On a 10+, you find the lie and trip the speaker up in it.
On a 7-9, you find the lie but misinterpret it, and this exposes a
Role you have a Hook with to a bad situation in a later Scene.
s
s
271
The Hornet
You didn’t think you’d like the mask. You grew into it
though, juxtaposing it with your cavalier lifestyle. The City
offers you a lot of things you love: drinks, parties, a chance
to celebrate wealth, a chance to teach criminals a thing or
two. You revel in the double-life: a contradiction with a slick
smile. Whether the police call you a criminal doesn’t matter,
no one’s going to make any of this less fun for you.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie +0, Risk -2 Brains +0, Moxie +2, Risk -1
Brains -1, Moxie -2, Risk +1 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
Y
ou inherited the mantle of the Hornet from a family member, and this
Role reminds you that you are a poor imitation of your predecessor.
You regularly blame this Role for all your shortcomings and failures.
This Role told the cops that you’re a villain, not a hero.
You rescued this Role once, and you wish you hadn’t.
This Role regularly puts themselves into grave peril, confident that
you’ll always save them.
This Role wants you to betray everything you believe in because they
promise you a better and different life.
This Role broke your heart and led you to put on the mask.
You fear that this Role will abandon you when you need them the most.
You refuse to believe that you’re anything less than superhuman,
despite this Role constantly reminding you of your mortality.
You love this Role, while they hate your guts. You’ve got to do
something incredible to change their mind.
(3-Role Hook) These two Roles both think you should give up fighting
crime because they’re both certain you’ll end up dead.
(3-Role Hook) A long time ago, you and these two Roles planned
to do something this City would never forget. Now that you’re a
crimefighter, those two Roles are going to ask you to stick to the plan.
s
s
273
Role Actions
Choose 1 Kato Action, and one other Action.
Kato I
OR
Kato II
Any time you have a Scene with them, treat them like
your sidekick. They take a +1 to any Talk It Out rolls in
those Scenes, even if they’re not talking to you.
s
s
274
The Black Beauty
The first time you enter a Location, roll+Moxie.
On a 7-9, choose 1.
hh You make the most dramatic and attention-seeking entrance
possible, no matter how dangerous or stupid it might be to do so.
hh You immediately assess the danger of the Scene and insert
yourself into it.
On a 10+, this second, right now, is the perfect time to be the hero.
Tell the Director what you immediately want to do, then go do it.
s
s
275
The Ranger
You’ve always held yourself to a higher standard. You
used to be a Good Cop in this City. You used to be the
shining example of everything right. Now, thanks to what
happened, you aren’t. Maybe they know you’re not dead,
maybe they don’t. But after tonight, you’ll leave no doubt.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie +0, Risk -2 Brains +0, Moxie +2, Risk -1
Brains +2, Moxie -1, Risk +0 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
There are parts about faking your death that you really enjoyed.
You once stole something tiny from a store. You never forget that rush.
You are very confused by how things in the City work, but you keep it
to yourself.
Goals
Choose 1
To be a role model
To do something noble, but not claim any credit
To fight back against a bully and win
s
s
276
Belongings
Choose 2
Hooks
Choose 2
This Role regularly looks up to you and you won’t let them down.
This Role believes you’re a villain, and you won’t rest until you
change their mind.
You rescued this Role once, and now they keep getting into trouble
just so you’ll do it again. It’s kinda creepy.
This Role regularly tries to get your attention by doing really stupid
things, but you’ve gone out of your way to avoid them.
This Role wants you to betray everything you believe in because they
promise you a better and different life.
You can’t let this Role expose the truth about you.
You fear that this Role will abandon you when you need them the most.
This Role grieves your death every day. Today you’re going to have to
reveal to them that you’re not dead. It might go poorly.
This Role was instrumental in setting up the events that caused you
to fake your death, and you burn with vengeance over all of it.
(3-Role Hook) You used to love this Role, but they’ve moved on to be in
a relationship with this other Role. Now you’ve got to get your old love
back, and this new Role is in the way.
(3-Role Hook) You grew up with these two Roles, and you never knew
how instrumental you were in their young lives. Now you’re older,
and your two dear friends need you one more time.
s
s
277
Role Actions
Choose 2
Kemosabe
s
s
278
Hi Ho Silver
Once in the Movie’s Act One, you can leave any Scene without
consequence, provided you do so in the most dramatic way.
Track It Down
Instead of Check It Out, you use Track It Down.
s
s
279
The Chaos
You believe there is a City somewhere under the husk of
buildings and traffic. You believe that the City is more than the
sum of its parts, and that its parts have grown vestigial. Or
worse, sickly. You can restore the luster, the wonder, the good
of it. You can end all this nonsense. You can have a few laughs
doing it. You can inspire and rally and challenge through fear,
through action. You’ll do what the others can’t. Or won’t.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie -1, Risk +0 Brains +1, Moxie +0, Risk -1
Brains +1, Moxie +2, Risk -1 Brains +0, Moxie -1, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
s
s
280
Belongings
Choose 2
Hooks
Choose 2
This Role made you what you are today by rejecting you in your youth.
This Role has always stood up for you, and today you thank them.
You regularly steal ever increasing amounts of money or items from
this Role, and you’re worried they’re growing suspicious.
Nothing good comes from this Role being alive at the end of this Movie.
You and this Role are destined to be enemies forever.
Why won’t anyone believe that you and this Role are meant to be
together forever? Is it because nobody wants anything to do with you?
This Role owes you a great deal of money, and today you’ve asked
them to do something to work off their debt.
You know this Role can do no wrong and won’t believe anything or
anyone that says otherwise.
You are related to this Role, and they try to keep it secret.
(3-Role Hook) This Role was your roommate and best friend until you
walked in on them with this other Role, who you were going to ask to
marry you.
(3-Role Hook) You have paid a large sum of money (and still owe more)
to this Role so they’ll “take care of” this other Role.
s
s
281
Role Actions
Choose 2
s
s
282
Watch the World Burn
Whenever you roll Fight It Out, and the result is
7+, increase the Scene’s danger recklessly.
Surprise!
At the beginning of the Move, roll.
s
s
283
The Phantom
You’re not like the rest. You don’t have wealth or gadgets. You
don’t rely on some sidekick to do all the hard work for you. Sure,
you wear a mask, but there are times when it’s just for the look,
right? You make your name in this City with two clenched fists,
a whole lot of luck, and the knowledge that someone fighting
for the right causes is someone who cannot be stopped.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +2, Moxie -1, Risk -1 Brains +0, Moxie +1, Risk +1
Brains +1, Moxie +0, Risk -1 Brains -1, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
s
s
284
Belongings
Choose 2
Hooks
Choose 2
Every time you see this Role, you introduce yourself like it’s the first.
This Role idolizes you and you do next to nothing to stop it.
This Role has sworn to see you exposed.
You are convinced this Role is one citizen the City no longer needs alive.
You used to be married to this Role, but one of you skipped town and
today’s your first day back.
This Role supports your crime-fighting lifestyle, and you take
advantage of that at every chance.
You’re haunted by something this Role said the last time you saw them.
This Role took a substantial risk for you and paid a terrible price.
You’re desperate to make things right today.
This Role will betray you when least convenient, and you won’t
see it coming.
This Role has a slightly creepy interest in you that you’re about to discover.
(3-Role Hook) This Role thinks you’re taking things too far. The other
Role thinks you’re not going far enough.
(3-Role Hook) You keep saying that splitting these two Roles up from
their relationship is what’s best for everyone. It’s actually because
you want one of them for yourself.
s
s
285
Role Actions
Choose 2
The Skull
Shrug off the first point of Injury you suffer in the Movie.
On a 10+, sure they are, and you’ll stand up for them if necessary.
s
s
286
The Devil and the Hero
When you have to ask a Role you have a Hook with for advice,
take a +1 to any roll you make that’s in line with their advice.
s
s
287
The Shadow
You’re thought to be nothing more than one more rich
socialite out of touch with the regular folk of the City. But
late at night, when everyone’s absorbed in their own world,
you’re out in the City. You defend it from villains large and
small. You are the immune system fighting against the
disease that could ravage the City you call home. You find
evil, and you dispose of it. Period. Accept no substitutes.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains -1, Moxie -1, Risk +0 Brains +0, Moxie -1, Risk +1
Brains +1, Moxie +2, Risk -1 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
You don’t want anyone to find out about what you do at night.
You’re keeping a promise you made on your father’s deathbed.
You really want to open a shelter for pets.
Goals
Choose 1
s
s
288
Belongings
Choose 2
Hooks
Choose 2
You’ve loved this Role from the moment you laid eyes on them, and
today you’ll profess that love. Dramatically.
This Role wants you absolutely run out of town.
This Role actively discredits you but has never admitted to it.
You and this Role are engaged to be married, but at least one of you
has a secret that’s keeping that from happening.
You’ve never trusted this Role, and you see no reason to start.
This Role would make an excellent successor if you train them first.
This Role is a fount of stupidity, and you’re not sure how they manage
to get through the day in one piece.
This Role has betrayed you more times than you can count, but here
you are asking them for another favor.
You are this Role’s only friend, but you’re keeping your crime-fighting
a secret from them.
(3-Role Hook) This Role would give you the shirt off their back if you
asked. This other Role keeps trying to tell you not to take advantage
of them.
(3-Role Hook) Today, this Role has presented you with a plan that will
either pay off huge or completely ruin you all. You’ve gone to this
other Role for advice.
s
s
289
Role Actions
Choose 2
s
s
290
The Shadow Knows
Whenever someone asks if you know something, make
up the most complicated piece of bullshit about it.
Ominous Laughter
You can escape any Scene by saying, “Smoke Bomb” and then
giving an ominous laugh. But first you have to roll+Risk.
If odd, the Director will tell you how you escape only
after things get messy for everyone in the Scene.
If even, the Director will tell you how you didn’t make a clean
getaway and will have to live with the consequences.
s
s
291
10
Featurette:
Star Noir
There’s no reason why you can’t have a
noir movie in some other place not nearby
and not recently. Maybe your story ends up
being told a long time ago and in places way
over there far away from where you might be
right now, but noir knows no bounds when it
comes to time and space.
At least it shouldn’t.
293
Welcome to a Galaxy
Far, Far Away
In galaxies some distance away, and in the distant past, there was
noir. Just because space operas and heroic journeys aren’t limited
to a single City doesn’t mean the emotional core of the story – the
tragedy and consequences – are absent.
Star Noir opens up some familiar archetypes and changes a few rules.
There are no Eras – Star Noir always takes place long, long ago.
s
s
294
Welcome to a Galaxy Far, Far Away
Additionally, the “City” becomes the “Galaxy”, and rather than being
limited to specific places within a City, the Locations are limited to
specific places within a City, the Locations are planets, systems, and
cities unto themselves. By expanding the scope of the Movie, and in
exchange for some of the claustrophobia present in Noir World proper,
Star Noir allows a Movie to be told in more epic, operatic scales.
Roles in Star Noir are more archetypal, reflecting heroic themes and
personal relationships with an emphasis on the potential of what
could happen, rather than on the past. This is one more way Star
Noir is a more positive adaptation of Noir World.
This is not to say the fundamentals of noir are wholly absent, they
aren’t. They’re instead better amalgamated into the future rather
than the past or present. If Noir World focuses on what happened
before to inform the present, Star Noir focuses on how the present
shapes the future.
s
s
295
The Farmkid
You’re from a galactic backwater, a place where sand is coarse
and gets everywhere. A place where the work is hard, but your
hair is feathered, and you do occasionally get a chance to go
pick up some power converters with the few friends you have.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +1 Brains +2, Moxie +0, Risk +0
Brains -1, Moxie
, -2, Risk
, +0 Brains -2, Moxie
, +0, Risk
, +2
Secrets
Choose 1
Goals
Choose 1
To do what’s right
To be just like your father, who you don’t know anything about
To help someone redeem themselves
s
s
296
Belongings
Choose 2
Hooks
Choose 2
You are related to this Role, and you’ll find this out when it’s least
convenient for you.
This Role has been regularly showing you that what you thought was
true is, in fact, all wrong. You keep coming back to learn more.
This Role will risk everything for you by the end of this Movie.
You tell everyone you can’t stand this Role, but really, you can’t stop
thinking about them.
This Role always seems to show up when you need them around the least.
You hate this Role more than almost anyone else in the entire Galaxy.
This Role has some sort of sorcerous hold over you, yet you keep
trying to get away from them.
You will risk everything for this Role, and it looks like it’s not going to
go well for either of you before the end of this Movie.
This Role is hiding something from you, you can feel it.
This Role has been promising you more and more things that seem
too good to be true.
You will exact your revenge on this Role now that you know they’re alive.
This Role regularly tells you that you’re destined for greater things.
s
s
297
Role Actions
Choose 2
Twin Suns
Whenever you reference life on the farm, roll+Moxie.
On a 10+, add a +1 to the next roll someone else in this Scene
makes after you explain how farm life prepared you for this.
On a 6-, not only has the whining not helped at all, it’s
annoyed someone so much that you’re about to get into
a fight or argument before the end of this Scene.
s
s
298
Picking up Power Converters
That’s Impossible
When you find out something’s true, and
you refuse to believe it, roll+Brains.
On a 10+, tell the Director how it makes the current Scene better.
On a 6-, not only do you not believe it, you’ll try to convince
anyone you talk to that it’s wrong before the end of the
Movie, even when that makes any situation worse.
s
s
299
The Scoundrel
From one side of the Galaxy to another, you’ve seen plenty
of things you can and can’t explain. But, on the bright side,
the credits are good, assuming you can avoid Imperial
entanglements when necessary. It’s a hard life, but a good
one, moving from job to job, staying one step ahead of all
the promises and debts you have no intention of keeping.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains -1, Moxie +1, Risk +1 Brains +2, Moxie +0, Risk +0
Brains -1, Moxie +1, Risk +1 Brains +2, Moxie +0, Risk +0
, , , ,
Secrets
Choose 1
You feel really guilty about being such a rogue and are trying to change.
You’re setting money aside to retire and be a nerf herder.
Whenever you get in over your head, you’ll always go back to what
you’re good at.
Goals
Choose 1
To fall madly in love
To keep scheming as long as you can to get as much as you can
To make lifelong friends
s
s
300
Belongings
Choose 2
Hooks
Choose 2
T
his Role keeps involving you in situations you barely make it out of in
one piece, and you’re starting to worry that your luck is running out.
This Role will risk everything for you by the end of this Movie.
Y
ou tell everyone you can’t stand this Role, but really, you can’t stop
thinking about them.
You look up to this Role, but you’d never admit that to them.
Y
ou’ve been avoiding this Role for a long time over something that
happened in the past.
Y
ou cheated this Role out of something important, and today they’ll try
and get it back.
W hat people say about this Role is true, from a certain point of view.
Y
ou will risk everything for this Role, and it looks like it’s not going to go
well for either of you before the end of this Movie.
This Role is going to reveal something to you that will change
both your lives forever.
The last time this Role saw you, you made a promise that they think
you’ve been keeping this whole time.
s
s
301
Role Actions
Choose 2
I Know
When a Role you have a Hook with confesses
something to you, choose 1:
hh Tell the Director what you do to make the Role love you just a little
bit more, then say “I know” and go do it.
hh Tell the Director what you do to involve another Role into this
situation, then say “I know” and go do it.
hh Tell the Director what you accidentally do to make this situation
worse for both of you, then say “I know” and live with the
consequences.
s
s
302
Evasive Maneuvers
Shrug off the first point of Injury you suffer in the Movie.
Life Debt
You have a trusted friend and confidante. They (choose 1)
hh Can intimidate someone one time in the Movie into giving you
what you want.
hh Can assist you (and you alone) in a single fight in the Movie (they
add a +1 to all Fight It Out rolls you make in one fight).
hh Are your best friend who you routinely put into harm’s way, and it
is almost always because of their actions that you get out of most
scrapes alive.
s
s
303
The Royal
It’s up to you whether or not you shrug off the mantle of royalty
or wear it proudly, but you measure your life in dinner parties,
receptions, and protocol. It has its perks – you’ve never had to
worry about money, the servants can be really helpful or useful,
and getting chauffeured is a pretty nice way to see the Galaxy. It’s
only lately that you’ve started asking yourself if there’s more to life
than this or what you’re going to do when the money runs out.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +1 Brains +1, Moxie -1, Risk +0
Brains -1, Moxie -2, Risk +1 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
You’ve been lying about your planet being destroyed and being an orphan.
You’ve are mortified of commitment and turning out like your parents.
You’re adopted. You’re only just now starting to suspect something.
Goals
Choose 1
Hooks
Choose 2
You’re sick of this Role always telling you that you’re their only hope
every time they have a problem.
You are related to this Role, and you’ll find out when least convenient.
You love this Role. They know.
This Role has been regularly showing you that what you thought was
true is, in fact, all wrong. You keep coming back to learn more.
This Role will risk everything for you by the end of this Movie.
You say you can’t stand this Role, but you can’t stop thinking about them.
This Role always seems to show up when you need them around the least.
W hat people say about this Role is true, from a certain point of view.
This Role has some sort of sorcerous hold over you, yet you keep
trying to get away from them.
You will risk everything for this Role, and it looks like it’s not going to
go well for either of you before the end of this Movie.
This Role promises more and more things that seem too good to be true.
The last time you saw this Role, you stole something from them.
Today you hope they don’t remember.
The last time this Role saw you, you made a promise that they think
you’ve been keeping this whole time.
s
s
305
Role Actions
Choose 2
s
s
306
Lone Survivor
Add +1 to any Motivation. If …
hh You add +1 to Brains, once per Movie you can re-roll 1 Check It Out.
hh You add +1 to Moxie, once per Movie you can re-roll 1 Talk It Out.
hh You add +1 to Risk, once per Movie you can re-roll 1 Fight It Out.
Chainmail Bikini
If you’re able to get into a fight after trying to Talk It
Out First, take a +1 to all Fight It Out rolls.
s
s
307
The Sage
You’d think being a smart person in what’s so often a not-so-
smart Galaxy wouldn’t be so bad, but more and more you’re
finding out that no matter what your point of view, every
star system seems to have more than a fair share of nimrods.
Thankfully, you’re smarter than just about everyone in any room,
no matter where you go, and you’re not shy about telling people.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +1, Moxie -2, Risk +1 Brains +2, Moxie +0, Risk +0
Brains -1, Moxie +2, Risk +0 Brains -1, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
You regret the fight you had with your mother before she died.
You write a lot of very bad poetry under a very popular pen name.
You once killed a man in a bar fight, and you’d do it again in a heartbeat.
Goals
Choose 1
s
s
308
Belongings
Choose 2
Hooks
Choose 2
This Role regularly tells you that you’re destined for greater things.
T
his Role has been regularly showing you that what you thought was
true is, in fact, all wrong. You keep coming back to learn more.
This Role will risk everything for you by the end of this Movie.
Y
ou once offered this Role a great sum of money to get lost. They didn’t,
and you didn’t get your money back, either.
There’s maybe one or two people you hate more than this Role.
W hat people say about this Role is true, from a certain point of view.
You will risk everything for this Role, and it looks like it’s not going to go
well for either of you before the end of this Movie.
This Role is hiding something from you, you can feel it.
You will exact your revenge on this Role now that you know they’re alive.
You’ve been lying low hoping this Role doesn’t notice you, but today the
past catches up with you.
The last time you saw this Role, you stole something from them. Today
you hope they don’t remember.
The last time this Role saw you, you made a promise that they think
you’ve been keeping this whole time.
s
s
309
Role Actions
Choose 2
Old Hermit
When you attempt to go unnoticed, roll+Moxie.
On a 10+, no one’s going to notice you unless you get into a fight.
s
s
310
From a Certain Point of View
Valiant Sacrifice
Whenever you can risk yourself to save someone else, roll+Risk.
s
s
311
The Menace
Just like how you hate sand for being coarse and rough,
you’re not a big fan of people either. Good thing you’re
never paid for your people skills. It’s a tough world out
there, and you’re determined to be the toughest. Though
you never understand why some people think you’re just
a whiny kid in a nice suit. You’ll show them … one day.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +1 Brains +2, Moxie +0, Risk +0
Brains -1, Moxie +2, Risk +0 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
This Role regularly tells you that you’re destined for greater things.
Y
ou are related to this Role, and you’ll find this out when it’s least
convenient.
T
his Role has been regularly showing you that what you thought was
true is, in fact, all wrong. You keep coming back to learn more.
This Role will risk everything for you by the end of this Movie.
This Role always seems to show up when you need them around the least.
There’s maybe one or two people in the entire Galaxy that you hate
more than this Role.
What people say about this Role is true, from a certain point of view.
This Role has some sort of sorcerous hold over you, yet you keep
trying to get away from them.
You will risk everything for this Role, and it looks like it’s not going to
go well for either of you before the end of this Movie.
This Role has been promising you more and more things that seem
too good to be true.
You will exact your revenge on this Role now that you know they’re alive.
The last time you saw this Role, you stole something from them.
Today you hope they don’t remember.
The last time this Role saw you, you made a promise that they think
you’ve been keeping this whole time.
s
s
313
Role Actions
Choose 2
More Impressive
Whenever you Help Out another Role, make sure you tell
everyone that it was really all you, and not the other Role.
Apology Accepted
Whenever you can make someone apologize, roll+Brains.
On a 7-9, the Director will tell you how getting the apology
now will get you into trouble later in the Movie.
s
s
314
Not a Space Samurai Yet
Any time you suffer an Injury, add +1 to whatever your next roll is.
s
s
315
The Herald
You’re never sure what your lot in life is. Is it to suffer? To
be someone’s servant? To work tirelessly in the background
and get such little recognition? Whatever it may be, you’re
getting sick of it. Today sounds like a great day to do something
about it. Maybe that’ll make you the hero, maybe that’ll
mean you become a person you never thought you could.
Names
Choose a name from the list below, or create your own.
Motivations
Choose 1 set, and then add 1 to any Motivation:
Brains +0, Moxie -1, Risk +1 Brains -1, Moxie +2, Risk -1
Brains -2, Moxie +0, Risk -1 Brains -2, Moxie +0, Risk +2
, , , ,
Secrets
Choose 1
Goals
Choose 1
Hooks
Choose 2
Faulty Circuits
When you suffer an Injury to help or defend
another Role, they take a +1 to their next roll.
s
s
318
Alright, Shut Up
When a Role in a Scene you’re in rolls Talk It Out, you can
add +1 to their roll if they agree to let you do the talking.
s
s
319
11
Appendices
The following pages are laid out as reference
tools for Roles and Directors to help them
create their own Movies in whatever way they
wish. This section includes how to add Cthulhu
(because we know how often that comes up) as
well as lists of resources for different media to
help add more noir flavor or ideas to Movies. It
concludes with some closing thoughts about
what this game is, where it came from, and
what it means to the author.
1: Cthulhu Noir
2: Source Material
3: The Third Man
4: The Maltese Falcon
5: Final Words
6: Kickstarter Backers
7: Sheets & Handouts
8: Common Role Sets
Index
321
1: Cthulhu Noir
No, I’m looking to put a new lens on the camera and show that
Cthulhu and the rest of the Lovecraftian or Derlethian suite are actu-
ally an underappreciated noir goldmine.
Directors need to manage the micro as though it’s all about setup,
it’s all about the actions taken to lay the groundwork for payoffs to
happen at the larger, practically unfathomable level where Great Old
Ones and eldritch horrors hold sway. We’ll call this level the “macro-
level.”
The macro of this level comes because the Roles are now so tiny,
so beneath recognition, as though the story is zoomed out to some
level where only the emotions and desires hold sway, because it is
these elements that are the only practical currency in this level we
can understand.
s
s
322
1: Cthulhu Noir
The Doozers, for those who have never seen Fraggle Rock, are
industrial little creatures who live to build grand cities and incredible
architecture amid the caves of Fraggle Rock. They’re these tiny crea-
tures, always eager to build and develop. Contrast them against the
much larger Fraggles, creatures who treat the Doozers with a certain
futility and utility, because Doozer-buildings are a delicious snack for
Fraggles. Fraggles don’t really consider anything on a Doozer level,
the Doozers just produce whatever they do, the Fraggles don’t care
about it, and then tear it apart with their bare hands and consume it.
s
s
323
Noir World by John Adamus
Doozers are building a micro world, until the larger Fraggles come
along to consume it. This has the effect of making Fraggles the
destructive greater forces outside Doozer control. The macro-level
is the Fraggle level, where Doozers aren’t appreciated for their labor,
and their architecture isn’t appreciated for its geometry. At best, their
structures are a food source, and at worst, an obstacle.
The cultist, and indeed any Role in Noir World, deals with (b)
because the player, or the Elder Gods, engage with (a) while having a
great deal of power over (b) through collaboration and imagination.
s
s
324
1: Cthulhu Noir
Putting Tentacles to It
Unsupported horror, whether that’s horror for horror’s sake or
horror that’s stapled onto story like bad set-dressing, is going to stick
out against the baked-in noir of any Role. And that’s because noir
isn’t horror, and noir isn’t even horrible, noir’s a tragedy, and it’s hard
to see horror as a tragedy because the nature of horror has fear as its
primary emotional hallmark.
This is why you can’t just call Hook ‘Tentacles’ and slap on a new
coat of sanity erosion onto a Movie. It will look like a child playing
dress-up unless both the noir and the horror elements blend better
to an altogether different and new palette – tragedy.
s
s
325
Noir World by John Adamus
So it’s not about flexing your Lovecraft muscles and showing off
who can name the more obscure horror, it’s about the menace those
horrors represent far more than their actual appearance. In fact, actu-
ally putting something like Cthulhu into the Movie will likely derail
the entire story – no Noir World Role should ever come face-to-face
with anything so beyond reality that the Movie becomes opposi-
tional in nature. It’s not Roles versus Old Ones (there are plenty of
great games for that), Noir World is about Roles grappling with the
inevitable doom on top of the more immediate tragedy of choice and
consequence as well.
s
s
326
1: Cthulhu Noir
The Librarian
The Citizen becomes the Librarian with a few simple changes.
hh In Motivations, add +1 to Brains, and add -1 to Risk.
hh Replace the Beginner’s Luck Action with I Read That in a Book Once.
On a 7-9, tell the Director what book your read and what
the information is, and the Director will tell you how you’re
making a crucial error that will make things worse later.
In Closing
No other prohibitions exist to limit the Cthulhu or Lovecraftain
elements of Movies. And I’m sure intrepid Directors will find ways
to adapt classics like Masks of Nyarlathotep to a Noir World Trilogy,
and I look forward to hearing all about it.
s
s
327
2: Source Material
Noir World comes out of a rich tradition of film noir and detective
stories. This is by no means an exhaustive list, but this list will give
you quite a few resources for getting your noir on.
Books
The Jack Taylor series The Mike Hammer series
by Ken Bruen by Mickey Spillane
The Killing
The October Daye series
by Seanan McGuire The Nero Wolfe Mysteries
Wallander
The Loretta Lawson
(the one with Kenneth Branagh)
series by Joan Smith
s
s
328
2: Source Material
Movies
Arsenic and Old Lace Rope
s
s
329
3: The Third Man
The Third Man is a 1949 film noir written by Graham Greene and
directed by Carol Reed. It is considered by many to be the greatest
British movie of all time, and it’s been a subject of debate as to how
true this is. But in terms of film noir, it’s not hard to put The Third Man
in the majority of top-5 or even top-3 lists when you look at its story
construction, the performances, and probably most importantly, the
way it was filmed. This is a beautiful movie, and I’d strongly encour-
age anyone who appreciates both film noir and beautiful use of light
and shadow to check it out.
The Era for this film is the default 1940s, and the City is modeled
after 1949 Vienna, where it is divided into quadrants based on Allied
control: the British, the Russians, the French, and the Americans.
However, and this is important as the Movie advances, at the center of
the City, it’s international territory, where the Allies split control.
Because the City is divided, the Locations created are given an addi-
tional Fact based on their location (as in “The Party Hall” +In the Brit-
ish quadrant +A place where people get together to hear speeches).
This division within the City creates some tension as each quadrant
is run by a distinct set of rules and bears different violations.
s
s
330
3: The Third Man
Act 1
Either the War Vet or the Good Cop is Directing first, and they
provide a narrative voiceover that explains the City being divided
and describes a few of the landmarks that dot the Cityscape.
Scene 1
(3:13) We’re introduced to Holly Martins, the Citizen, coming off a
train to meet his friend Harry, the Career Criminal who has offered
him a job based on a set of Hooks they established prior to the Movie.
We find out that Holly is broke, and very much out of place here. We
start at The Train Station with its Fact +The best way into or out of
the city.
Scene 2
(4:50) Our new Director is the Career Criminal, and now Holly walks
(still carrying his suitcase) to the cemetery to track down Harry’s
funeral services. Holly has a run-in with the Good Cop as well as the
Celebrity here, as everyone watches the service. The Scene wraps up
with Holly meeting Calloway and getting a ride back into the City,
but first they make a detour to a new Location “The Bar” +A great
place to drink away your problems.
s
s
331
Noir World by John Adamus
Scene 3
(7:29) New Scene, the new Director is the Celebrity. She’s got Holly
and Calloway a few drinks in, and Calloway rolls Talk It Out to get
some information out of Holly about his past connection to Harry.
He rolled pretty well, because Holly is laying out a hefty amount of
backstory. Here, too, we see that the Citizen is a novelist of middling
import, some Roles having heard about his work, others haven’t. This
Scene will later introduce the War Vet, because a drunken Holly will
nearly roll Fight It Out against the Good Cop but gets intercepted
by Scene’s end. This is also the Scene where the Citizen practically
becomes the Private Eye, or at least will try and act like one for the
rest of the Movie.
Scene 4
(9:42) New Scene, new Director. The Good Cop is directing again,
because the Citizen and War Vet are in the Scene, even though one
of them should be in charge. The new Location is the Sacher Hotel
+A military-run hotel trying desperately to stay booked and popular.
Here, the War Vet introduces a Person without a specific Location, a
Mr. Crabbins, who will meet the Citizen and want to talk writing.
Scene 5
(12:54) New Scene, new Director. The Celebrity directs the Citizen
and a few Persons in this Scene. At a meeting at Café Mozart +A place
for meeting all kinds of people, so that he can get some information
about Harry’s death. Holly meets “the Baron”, a Person without a
Location, +A frequent associate of the Career Criminal. With a pretty
decent Talk It Out roll, and counting on the idea that Persons always
take the most story-interesting results, Holly learns about Harry’s
accident, or at least a version of it. When the neighbor NPC seems
rather dismissive of the story, Holly gets some conflicting informa-
tion and sets out to get the truth.
s
s
332
3: The Third Man
Scene 6
(17:31) Our next Scene talks place at the Josefstadt Theatre
(+Culture happens here). The Good Cop is directing the Citizen and
the Celebrity. In the dressing room, the Celebrity gives the Citizen
a few more details about Harry, and there’s just a hint of romance
in the air over tea and talking. Holly learns that the Celebrity’s hook
with the Career Criminal has something to do with their past rela-
tionship, though it’s over now, and not just because Harry is dead. A
lot of what the Celebrity says corroborates the Baron’s story from the
earlier Scene, though the Celebrity adds in a new Person, the doctor,
Winkel, who might have something to say later.
Note: Winkel is one of the primary sources for the Disgraced Doctor Role.
Scene 7
(22:01) The next Scene takes us back to Harry’s Apartment, as
the Citizen and Celebrity are now partners (more or less) in this
impromptu investigation. The neighbor gives a few more details
about the accident, specifically about the number of people present
at the time of the accident and how the inquest of the death turned
out.
Scene 8
(26:04) The Career Criminal is the Director, and the Citizen/Celeb-
rity couple have walked back to the Celebrity’s apartment now
(+There’s a strange old lady always around) only to discover the
police are searching it. Or more specifically, the Good Cop is rolling
Check It Out a few times to see what he can unearth. At some point,
the Good Cop rolls well because the Celebrity’s been hiding +some
forged papers, which adds some complications to her life. This sends
the Citizen off to find Winkel.
s
s
333
Noir World by John Adamus
Scene 9
(32:35) Winkel is somewhere between a doctor and a mortician
living in an +Overly decorated and still somehow dark home. Holly
bumbles his way through a Talk It Out roll and finds out some discon-
certing things about Harry’s accident that don’t quite jibe with what
he knows so far.
Scene 10
(34:47) The Citizen is now the Director, as the Celebrity and the Good
Cop are hashing out the discovery of her +forged papers. After they
exchange some Talk It Out rolls, and the Good Cop gets the better of
the situation, he lets her know that the Career Criminal was running
a smuggling racket that withheld medicine from a local hospital, and
that Harry Lime isn’t the nice guy she believed him to be.
Scene 11
(36:44) The War Vet directs our Citizen and Celebrity to a quick
Scene at a new Location, the Casanova (+Alleged music meets alleged
food) where a number of Persons interrupt their drinks to talk to
them about the investigation. Enter one more Person, Popescu,
another Career Criminal who specialized in paperwork. Popescu
adds another dimension to the accident, but inadvertently puts
Holly even more onto the scent of what really happened, rather than
dissuading him.
s
s
334
3: The Third Man
Scene 12
(42:51) The Celebrity and Citizen head back to her apartment under
the Good Cop’s direction and have a personal moment together. This
not-quite romance builds over shared reminisces of Harry. After a
conversation, on the walk back to Harry’s apartment where they had
planned to talk to the neighbor, they discover the neighbor has been
killed, one Scene after telling Popescu that the neighbor had some
details about Harry’s accident. The growing crowd suspects Holly of
the murder, sending our reluctant investigative couple on the run.
After avoiding the crowd, Holly makes his way to a car that speeds
him to the International area of the City, so that Holly can deliver his
lecture on behalf of Cribbins.
Scene 13
(55:55) The Celebrity directs this Scene, where the Good Cop and the
Citizen finally meet back up, and the Citizen is told about the Career
Criminal’s racket and the hospital medications. It’s a pretty informa-
tion-heavy Scene, but the Movie needs it for backbone this late into
the first of its two Acts (especially because the second Act is so short).
Scene 14
(1:00:07) Back at Harry’s Apartment and under the War Vet’s direc-
tion, the Celebrity receives flowers from the Citizen, a sign that after
all this, he’s heading out of Vienna. The Celebrity reveals the details
of her previous meeting with the Good Cop, putting everyone on the
same page in terms of knowing about Harry’s criminality.
We take a quick Act break here at 1:05:15, with the reveal that the
Career Criminal isn’t dead after all!
s
s
335
Noir World by John Adamus
Act 2
Scene 15
(1:06:00) Fresh off the reveal of the Career Criminal, the second Act
starts with the Celebrity directing the meeting between the Citizen
and the Career Criminal, which ends in very little said and a footchase
through the Viennese streets. It introduces us to a critical location in
the Second Act, the Sewers +It connects everywhere to everywhere
else. The Citizen brings in the War Vet and Good Cop to explain what
happened, and after a terse back-and-forth, the Sewer entrance is
discovered when the Good Cop rolls really well on Check It Out.
Scene 16
(1:09:01) Back at the Cemetery, the Career Criminal directs this
Scene where the Citizen, the Good Cop, and the War Vet exhume
what they think to be the Career Criminal’s body, only to discover it
isn’t. The Career Criminal also uses a Meanwhile Director Action to
cut back to the Celebrity’s apartment, showing the police coming for
her and later interrogating her.
Scene 17
(1:15:52) The War Vet directs this Scene where the Career Criminal
and the Citizen meet at another new location, The Amusement Park
(+An unlikely place to conduct business). The meeting is tense, with
the Citizen telling the Criminal to turn himself in, and the Criminal
giving a million and one reasons about why he can’t and won’t. This
also involves the Celebrity to some degree, and at the end of the
Scene, there’s just a hint of menace that the Citizen will pay for his
involving the police in the first place.
s
s
336
3: The Third Man
Scene 18
(1:21:18) The Citizen and the Good Cop meet up again under the
Celebrity’s direction, and hash out a plan to deal with the Career
Criminal once and for all. This also leads to arrangements of the
Citizen and the Celebrity getting out of Vienna, which immediately
propels us into …
Scene 19
(1:23:24) A War-Vet-directed Scene at the Train Station where the
Citizen and the Celebrity meet. Of course, this is all part of the ruse
to get the Career Criminal caught, but initially this starts as a Scene
where the Celebrity and Citizen can fare thee well. It ends after a
few cutaways to everyone (including the Career Criminal, Good Cop,
and War Vet) narrating the end of this Scene as well as the final 15
minutes of the film as a Montage.
The Montage:
Snared, the Career Criminal makes for the Sewers with the War Vet
and Good Cop giving chase. The Citizen takes another route beneath
Vienna’s surface, though they all meet up for the final pursuit that
gets the Career Criminal shot by the Citizen as he nearly makes good
his escape.
s
s
337
4: The Maltese Falcon
The Maltese Falcon is a 1941 film directed by John Huston, best
known for starring Humphrey Bogart, Mary Astor, Peter Lorre, and
Sidney Greenstreet. It is considered by many to be one of the great-
est film noir ever produced (though personally I think it’s second-
best only to The Big Sleep, another Bogart film), and along with
The Big Sleep and Double Indemnity, forms the foundational triumvi-
rate of films that helped create Noir World in the first place.
There are two points of interest here – first, Lorre’s Mook is not the
typical heavy lug bruiser. He’s in a lot of ways the obverse – small,
conniving, and shrewd. Second, for much of Noir World’s early
development The Gangster was going to be the last of the “Base 6”
Roles available, taking the place of The War Vet. It was only due to
my grabbing the War Vet for a playtest off the pile of papers that the
Gangster was relegated to later testing and eventual inclusion.
The Era for this Movie is the default 1940s., in 1941 San Francisco.
s
s
338
4: The Maltese Falcon
Act 1
Scene 1
(1:04) The opening scroll text is Director narration, the set up for
the Movie’s use of a MacGuffin, an object at the heart of the story.
The Gangster is our first Director as we open on a Location, the Spade
and Archer Detective Agency, where we meet the Private Eye, Sam
Spade. The Location’s Person is Effie, the office secretary, who will
also introduce the Fatale by the name Wonderly. They talk for a
bit, and the Private Eye is presented a case: to find a man named
Thursby (another Person created within the City). As the conversa-
tion progresses, another Person enters the Scene, the Private Eye’s
partner, Miles Archer, who promises to go later that night and track
down Thursby.
Note: The office is not the Private Eye’s Location from their Belong-
ings because we’ll later see the Private Eye’s Apartment.
Note 2: Effie the secretary is one-half of the template for the Girl
Friday. The other half is Kat Kuhl, who you can hear on the One Shot
Podcast’s playthrough of Noir World.
Scene 2
(6:04) The Mook, our new Director, treats us first to a quick Mean-
while of Archer getting shot on the corner of Bush and Stockton Street
before our next Scene takes place at the Private Eye’s Apartment. He’s
woken by a phone call from another Person, Detective Tom Polhaus,
who bears the bad news of Archer’s murder. Our Private Eye quickly
phones the office secretary to make her handle the now-widowed
Mrs. Archer, I guess because our Private Eye doesn’t feel too confi-
dent in his ability to Talk It Out very well.
s
s
339
Noir World by John Adamus
Scene 3
(8:05) At the corner of Bush and Stockton (the murder scene), the
Private Eye does have to roll Talk It Out and does okay for himself,
revealing a little information in exchange for a lot of information from
Polhaus about the crime scene. When the Private Eye heads back to
his apartment, he’s disturbed a second time by the cops, Polhaus and
Dundy, who think he killed Archer. He didn’t, and after another Talk
It Out roll, he’s able to put some breathing room between him and
the law.
Scene 4
(13:28) With our new Director, the Fatale, opening this Scene with
a quick recap that the Thursby and Archer murders were linked,
we come back to the detective’s office where he orders the name
changed and then has to talk to the mourning widow Archer. It goes
about as well as expected when you roll a 6-. Compound this with
a stern talk from Effie, and our Private Eye is really rolling the dice
poorly. Wonderly calls him and sends him over to the next Scene, at
the Coronet Apartments, Apartment 1001.
Scene 5
(17:04) In apartment 1001, the Private Eye and Fatale talk, with the
Fatale revealing that her name is O’Shaughnessy not Wonderly, and
after a sharp back-and-forth, the Private Eye still helps the Fatale
(which is really what she’s after).
s
s
340
4: The Maltese Falcon
Scene 6
(22:45) Back to the office we go, with the old partner out and the
office renamed. He quickly confers with his attorney (a Person really
only created for this conversation, so that the Private Eye can keep
the law off his back), before our Director the Fatale brings the Mook
into the Movie. The Mook comes in with the promise of paying a
substantial sum of money for the discovery of the Movie’s MacGuf-
fin, although things get a little testy, and during the course of their
conversation, the Mook’s player made finger guns, so the conversa-
tion shifted to something more aggressive. This led to a Fight It Out
Roll that the Mook (for the sake of a good narrative) conceded, and the
Private Eye lays him out flat. With the Mook handled, a good Check It
Out roll gets Spade more information on the Mook. We end the Scene
the reveal that the Mook is staying at the Hotel Belvedere, another
Location for later, just before the Mook tries one fruitless search for
the MacGuffin.
Scene 7
(30:20) After shaking a quick police tail (a Meanwhile provided by
our new Director, the Gangster), we’re back at the Coronet Apart-
ments and another conversation between the Fatale and the Private
Eye. The conversation takes a turn for the romantic just after Spade
tells O’Shaughnessy about Cairo (the Mook), and the Scene ends with
Spade arranging to take the Fatale to his place … for her safety.
Scene 8
(33:33) The Gangster is our Director again, because this Scene puts
the Fatale, the Private Eye, and later the Mook into the Private Eye’s
Apartment. Again, the Mook draws a gun and gets knocked down
for his trouble (taking 1 Injury, unlike last time). Then the Gangster
brings Dundy and Polhaus back in, so the Private Eye gets extra
lucky with a Talk It Out roll and spins a pretty decent lie that pacifies
everyone. After the Mook and the police depart (not together), the
Fatale fills the Private Eye in on the MacGuffin.
s
s
341
Noir World by John Adamus
Scene 9
(47:48) Back to Spade’s office, where Effie lets Spade know that
Gutman (our final Role in the Movie, and the only one we’ve not seen
yet) called before, and that he’ll call again. This segues into one more
meeting with the Fatale, and then a quick meeting with the widow
Archer. Spade’s luck completely runs out, and he consistently rolls
poorly through all these Talk It Out efforts.
Scene 10
(51:06) We’re finally introduced to the Gangster when our Mook
Director puts the Private Eye into Gutman’s Penthouse Location. The
two meet, chat, and the Private Eye doesn’t like the Gangster’s threats,
making some of his own before leaving the Penthouse. We take our
Act break here, because the Movie picks up speed from here on out.
Act 2
Scene 11
(55:20) Fresh from our break, Spade talks to the cops, who have
brought in a District Attorney, and it’s in this Scene we start to see
just how much the Private Eye is trying to play as many sides against
the others as possible. Once he leaves the interrogation downtown,
two of the Gangster’s unnamed goons pick him up and take him back
to the Penthouse.
Scene 12
(57:31) Back at the Penthouse, and the Fatale is our Director for
another meeting between Spade and Gutman. After a good bit of
info-dump about the MacGuffin, the important thing to note here
is that the Gangster slips the Private Eye a Mickey (also known as a
Mickey Finn, a drug usually put in drinks to incapacitate someone),
and following the KO rules (see page 76), he collapses giving the
Mook and Gangster time to depart the Scene. Time passes, and when
Spade wakes up, he’s alone in the Penthouse. A Check It Out reveals
some information about the MacGuffin’s possible whereabouts
before the Scene ends.
s
s
342
4: The Maltese Falcon
Scene 13
(1:06:08) The Private Eye is our Director for a quick narration about
where the MacGuffin was (a ship), and how that ship is now on fire.
We cut back to the detective’s office where the ship’s captain dies
holding a badly wrapped MacGuffin.
Note: The Private Eye goes to stash the MacGuffin, and on the
card with the location he writes “City” (1:10:11), which is one of the
reasons why all Cities in Noir World are just referred to as such.
Act 3
Montage
(1:12:26) In these final Scenes, there is no single Director, as all the
Roles converge on the Private Eye’s Apartment. The Gangster and
Mook want the MacGuffin, and the Private Eye’s plan starts to spring
into motion. After some crackling Talk It Out rolls, the Private Eye
calls secretary Effie to deliver the MacGuffin to the apartment, and
the Gangster assesses it to be a fake (1:28:43) before taking his Mook
and exiting the film (1:31:27).
(1:31:28) We’re left now with the final bit of wrap-up in the film,
where the Private Eye confronts the Fatale about the murders
of Thursby and Archer and her attempts to get her hands on the
MacGuffin. The police arrive as they so often do, but the Private Eye
no longer covers for the Fatale, and she’s taken in, along with the
MacGuffin, the Gangster, and the Mook. This leaves the Private Eye
standing alone, not much richer, and without a partner … but at least
he has his moral code beneath his slick veneer.
s
s
343
5: Final Words
When I was a little boy, I wished I had a life as cool as in the movies
or on television. I wanted to have a life of adventure like Indiana
Jones. I wanted to be as cool as MacGyver, and help people the way
Archie Goodwin did. I escaped into and lost myself in those movies,
shows, and books, because it seemed like they were always having a
much better virtual existence than my real one.
When I moved away from Mickey Spillane and Rex Stout, I went
to Sherlock Holmes. It was on TV, on that channel my grandparents
watched, and it was unlike anything I had seen before. Here was a guy,
slicked black hair, incredibly dressed, absolutely being the smartest
guy in the room and getting respected for it. And the mysteries were,
for a young kid, hard to figure out initially. It wasn’t like some of the
shows on TV where the first guest star you spot is either the victim or
the criminal. It was provocative. It made me think. It made me tran-
sition from television Sherlock to book Sherlock. Now Conan Doyle’s
hero was the new center of my thinking, and I thought he was the
quintessential detective.
Fast forward many, many years. I’m now working in the gaming
industry. I’ve worked with my friends to turn their ideas from things
in conversations into books for sale. I feel envious, not because they’re
making scads more money than I am, but because they’ve made their
own games. I wanted that feeling. I wanted that accomplishment. So
I started writing what I called The Great Game, based on a Sherlock
Holmes quote. The game was going to be a chance for players to be
like Holmes, smartly deducing and piecing together clues to solve
crimes. I loved the idea. I remember a favorite childhood board game
with the same themes, and I wanted to translate part of that atmo-
sphere to something more like my other gaming experiences. What I
was unprepared for, what I was clueless about, was how hard it is to
take an idea out of your head, an idea you think is fully formed, and
put it down on paper, thinking you’re just transcribing it and any
reader can come along and understand it perfectly.
s
s
344
5: Final Words
The Great Game used about forty to sixty dice per player and a wager-
ing system a lot like Liar’s Dice. At least there was supposed to be. It
exists on paper in a few paragraphs with very few notes and a lot of
bullet points. It’s not quite embarrassing to think about or talk about,
but it’s very much a ‘first idea’ that I just wanted to have on paper so I
could say “Hey friends, I too am making a thing!” rather than making a
game I’m actually proud of. It’s taken over 40 different drafts to go from
a Sherlock Holmes clone to what you have in front of you now.
It’s not that Sherlock Holmes wouldn’t have worked: it just has a
really finite scope. Playing a detective is great, but everyone wants
to be the best detective, and everyone wants to have an epic case –
playing a game about catching a purse snatcher is often less exciting
than the adventure where you trek across Europe and ultimately
fake your death at the end. And how many times can you do that?
Maybe once or twice before the glow wears off. The other issue
was the fact that there are multiple players – how many Sherlock
Holmeses could there be solving a case? I was playing too small and
was too scared creatively, because I was afraid of appearing stupid
or foolish. Also, in talking to people, they wanted to play other parts
of the Sherlock Holmes world – they wanted to be the criminals and
the cops in addition to the detective.
My first thought was to use Fate Core, but I struggled to find a way
to have players double-cross each other. Fate Core is a great system,
and I love working with it, but it wasn’t doing what I wanted to do.
I looked at GUMSHOE and found it to be a little too crunchy and
numbers-driven for what I wanted. Initially I was intimidated by
Apocalypse World. I didn’t get it, it seemed like very little game and
way more open-ended conversation than what I expected a game
to be, so I tried Dungeon World. I will admit to stupidly thinking if I
cloned its layout and tweaked a few things, Noir World (as I started
calling it) would be just as successful.
s
s
345
Noir World by John Adamus
I went to Gen Con 2014 with a gut full of nerves and a messenger
bag full of blank note cards and poorly formatted pages I printed the
day before my flight. I was nervous, and had no idea how my “game”
(I didn’t even want to call it that yet; it didn’t seem good enough or
complete enough) would play out. I expected it to work for about
thirty minutes, and then my enthusiasm would slip, my panic would
show, and things would come to a screeching halt.
The first time it ever got played was in a hotel bar. I was nervous
and nauseated, and from what I remember, I made a lot of apologies
and told people after about 45 minutes that I didn’t know what else
to do. They, however, didn’t seem to want to stop. There had been
a scene at a funeral, where a dead mobster’s mistress and wife got
into a soap opera catfight in the grave. I still can’t believe it worked. It
might not have been a full game, but there was enough on paper, and
I could pull enough out of my ass to give a few people a really good
time. I am forever indebted to the five people at the table. Thank you.
By the time the first actual “proper” game at Gen Con 2014 came
around on that Sunday, I had jettisoned any idea that the game didn’t
work at all, and now I just wanted to get the ball rolling and get out of the
way. I was lucky to get some very engaged and enthusiastic players, all of
whom took time afterward to give me good feedback and patiently listen
to me thank them for taking a few hours of their Sunday afternoon when
they could have been doing countless other things. Thank you everyone.
s
s
346
5: Final Words
And show it off I did. Some of the people who played it were the
people from whose games I built Noir World’s ideas. Some of the people
who played it were award-winning friends of mine who I consider a
surrogate family. Once I was done puking my guts out into garbage
cans in hotel parking lots, I showed them what I had worked on. The
game they played is roughly the grandfather of this one. I realized that
I had found good footing and had a game people enjoyed – even to
the point where I could get up from the table, run to the bathroom to
nervously yak up my guts again, and come back to a room of people
still playing without decaying into a riot or an argument.
I am proud to say that after more than forty drafts, I have made
a game I am proud of. I have made a game that hopefully delivers a
good time to you and your friends. I have made a game based on a
thing I am crazy passionate about. And I want you to have fun with it.
Thank you for picking up this book. I hope you have a good time
possibly getting double-crossed and possibly gut-shot on the floor
of a dingy motel room, and the last thing you see is the person you
thought you loved breaking your heart and leaving you to take the
fall for what you thought was the perfect crime. Or not. I don’t judge.
Just go have a good time.
s
s
347
6: Kickstarter Backers
Noir World has been made possible thanks to our Kickstarter
backers. We would like to thank the following people.
Alexandra N. Walters, Antonio Fernandez, Benjamin Brown, Alex Blue, “Jester” David
Gibson, 9th Level Games, A.V. Randall, Aaron Ross Powell, Aaron Worsham, Adam –
Tuxtradamus, Adam “Shadowy Figure” Drew, Adam Badlegs Manley, Adam Dr, Adam
Flynn, Adam Makey, Adam Oedekoven, Adrian Krummenacher, Adrian Stein, Adriano
Alberti La Marmora, AJ Medder, Alan Bahr, Alessandro “UnPlayableGames” Piroddi,
Alex Davis, Alex Huddleston, Alex Marion, Alex Maskill, Alex McAulay, Alexander
Fontenot, Alexander Gent, Alexander Gräfe, Alexander JQ Mulhern, Alexander X.
Lopez, Alicia M. Feldman, Alistair Morrison, Allan “Aklan” Tucker, Randy “Amazing
Rando” Oest, Amber Leedham, Ãmer Aybars Yurdun, André Bogaz e Souza & Camila L.
de Morais, André alias DD, Andrea Bustamante Andrea Stadtfeld, Andreas Sewe,
Andrew Bennett, Andrew Bleecker, Andrew Dacey, Andrew Pfeiffer, Andrew Rachu-
nok, Andrew St. Laurent, Andrew WJ Toler, Andy Berdan, Andy Cowen - OrlyRadio.
com, Andy Dost, Andy Evans, Andy Smith, Anestis Kozakis, Angel Garcia, Angel
Pidcock, Angela the Dice Bag Maker, Angelo Pancini, Angie Pettenato, Angie Rivas,
Ann & Jason D’Angelo, 3 Anonymous Informants, Anthial, Anthony Gilotti, Anton
Heyder, Antti Luukkonen, Apostolos, Araknee, Ariel Pereira, Ariel Weis, Arne Handt,
Arthur Monvoisin, Ash Jackson, Ashley Raburn, Atlas and Cassio Huffaker, Austin
Hiltz, Avril DeBat, Aymeric Besset, B. W. Stevenson, Baradaelin, Barak Blackburn,
Beachfox, Bec McKenzie, Beka Black, Belabor Jaql, Ben Erdin, Ben Rosenbloom, Ben
Stewart, Ben Tiefenthaler , Benj Davis, Benjamin “BlackLotos” Welke, Benjamin Ehren-
reich, Benjamin Follett , Benjamin Hinnum, Benjamin O. Blanding, Benjamin Reinhart,
Benjamin Yend, Benton Ragains, Bernhard “GreatCthulhu” Trecksel , Bernie Sanders,
Bert Isla, Beth Rimmels, Bill Carter, Bill Hende, Binky, Biskoto, Bitter Old Joe OToole,
Bjôrn Larsson, Blake L., Blake Wilson, Bob Huss, Boldt, Br, Brad Ludwig, Brad Osborne,
Brandon Leon-Gambetta, Brandon Maeda, Brendan ‘Chimi’ McGuire, Brent Garripee,
Brett Ohland, Brett Volz, Brian A Liberge, Brian Allred, Brian Barron, Brian Cooksey,
Brian Engard, Brian Field, Brian F’n Patterson, Brian J. Burke, Brian Poe, Brian Zednick,
Brick Madley, Brittany Constable, BrokenSes, Bryan “Maldroth” Botz, Bryan Dracker ,
Bryanna Wynn, Bryant Durrell, Bud Wright, Burd, Côme Martin, Caffeine & Conquer
RPG Podcast, Caitlin Jane Hughes, Cal Kotz, Caleb T Tackett, Camdon Wright, Cameron
Blackwood, Cameron Mount, Candida Norwood, Cannon Koester, Capn Howdy, Carl
O’Cthulhu, Carl Schnurr, Carlos Ovalle, Carol Darnell, Catherine Ramen, “Cede, “, Chad
A Bale, Chadwick Ginther, Chaim Post, Chamoxil, Charles “Chase” Hamilton, Charles
Blanco, Charlie Etheridge-Nunn, Chet Gray, Chiu, Chen-Hsun, Chris Longhurst, Chris
McLaren, Chris Nolen, Chris S. Sims, Chris Wittich, Christian Fernandez , Christian
Stenz, Christian Svalander, Christine Scherer, Christo “Sven Fatale” Meid, Christophe
Jankowski, Christopher Gordon, Christopher Grey, Christopher Hatty, Christopher P.
Crossley, Claire Thomas, Claude Féry, Claudia Swain, Clint Okerstrom, Colin “von
Explaino” Morris, Colin Matter , Colin Niaudet, Colin W. Coyle, Colin Wilson, Colton
Crowe, Conan McKegg, Corbin Rogers, Corey Watson, Craig Burton, Craig S, Craig Stil,
Crelig, Crystal Malarsky & John Laffan, Curtis Plunk, Dallas M., Damian Giles, Damien
Fehrenbach, Damon Wilson, Dan “nevenall” Behlings, Dan Morass, Daniel Comerci,
Daniel Higgins, Daniel JB Finnegan, Daniel “cloud7a” Johnson, Daniel Ley, Daniel
Miller, Daniel Winter Gill, Daniele Di Rubbo, Darkshifter, Darren Buckley, Darren
Edwards, Darren G. Miller, Daryl Hrdlicka, Dave Chalker, Dave Sokolowski, Dave Turner,
Davey Stevenson, David Annandale, David B. Semmes, David Brandt, David Burszan,
David Dorward, David E Mumaw, David Gatt, David Ginsburg w/Tales from the Fandom
Podcast, David Heeney, David Henrion, David Heron, David J. Snyder, David M. Klein,
David Margowsky, David Polites, David Rathaus, David Silberstein, David Thurs, David
Walker, David Walker, David Wetzel, Davide “Dodo” Di Antonio, Dawid “Dievas”
s
s
348
6: Kickstarter Backers
Wojcieszynski, DC Bueller, Dean Gilbert, Dean Keith, Del Benjamin, Dennis Malloy,
Derek Guder, Derek Semsick, Desiree Cabrera, Det. Sgt. Keaton Kumar, Devan Dunlavy,
Diggity, Dirk Cjelli, Dirk Keienburg, DJ Chay, DJ Ludwig, Don Lee, Don Pattee, Donna
Brown, Donny Van Zandt, Doug Hagler, Doug Hare, Dr Wilkenstein, Dr. Kevin Marshall,
Drew Mierzejewski , Drew Pessarchick, Drew Tillman, DSM, Duan Bailey, Duane
Padilla, Duane Sibilly, Duke York, Dustin Vogel, Dylan Clayton, Dylan Knight, Dylan
Malenfant, Ed Freedman, Ed Kowalczewski, Edouard Contesse, Edward Cuddington,
Edward MacGregor, Edward Shaddow, Eli Kurtz, Eliot and Ressie Lyons , Eliran Teller,
Elle Morris, Elwood Barry, Emerson Daly, Emmanuel Bravo, Enrico Ambrosi, Eran
Aviram, Eric “Malo” Maloof, Eric Alexander, Eric Blair, Eric Bontz, Eric Drejza, Eric I,
Eric Jacobson, Eric Langlois, Eric M. Paquette, Eric Maixner, Eric Sanday, Eric Whalen,
Erica Stevenson, Erik Recknagle, Erik Tandberg, Erika Chappell, Erika Eby, Errin
Larsen, Evan Branco, Eversong, Fada Joe, Felix Girke, FelTK, Finn the Bald, Fiona K.T.
Howat, FloobtheGreat, Florian Hollauer, Frédéri “Volk Kommissar Friedrich” Pochard,
Frances Rowat, Frank Falkenberg, Frank Voggenreiter, Frankie Mundens, Fraser ‘Smil-
ing Fox’ Hotchkiss, Fred Bills, Frederick Doot, G. Christopher Klug, G. Gelder, Gareth
Crees , Gareth H. Graham, Gareth Marshall, Gareth Ryder-Hanrahan, Garrett Gabbey,
Gary Anastasio, Gary Weston, Gavan Keamy, Gavin White, GCR, Gearson, Geoffrey
“Jetstream” Walter, “Geoffrey Sutherland, Gherhartd Sildoenfein, Gilbert Podell-
Blume, Gina Ricker, Giuseppe D’Aristotile, Glenn Seiler, Gnome Archivist, Gonzalo
Rodriguez Garcia, Graeme Wanhella, Grange Live Gaming, Greg Sanders, Gregory D.
Ford, Gregory McCausland, Grimjack0211, Guido ‘maicol’ Campanini, Guillaume J.
Lebur, Guns_n_Droids, Guy Doron, Guy Edward Larke, H. M. ‘Dain’ Lybarger, Hamish
Cameron, Harald Eckmüller, Harald Windisch, Harpal Khalsa, Heath Donnell, Heinrich
Krebs, Helmut “Zikkurat” Schmutzer, Herman Duyker, Hudds Magruder, Hamamla-
cha, I. S. Wallace, Ian A. Richmond, Ian Brown, Ian Donald, Ian Llywelyn Brown, Ian
O’Dea, Ian van de Laar, Ignatius Montenegro, Imunar, Ingo Beyer | obskures.de, Ishan
Mahapatra, Iulian Ionescu, Ivan Glasgo, J Nicklas Andersson, J. Chiasson, J. Connor,
Jérôme “Brand” Larré, Jack Flynn, Jack Gulick, Jacob Allen Joseph Thomas Smith,
Jacob Derby, Jacob Hilty, Jacob Thompson , Jacques DuRand, Jacqui Macgregor-Pahl,
Jake Simon , James Dillane, James Dunbier, James Gabriel, James Husum, James
Koncz, James Malloy, James Marcucci, James N., James Samuel, James Steinberg,
James Whittaker, James Yoho, James York, Jan-Hendrik Landschoof, Jannis “Kabe-
laffe”, Jason Beck, Jason Corley, Jason Flo, Jason Giardino, Jason Kottler, Jason Mical,
Jason “The Layout Artist” Pitre, Javi, Javier Joaquin Palenzuela, Jay Draper, Jay J Robin-
son, Jay Kemberling , Jay V. Schindler, Jeanne Yun Ko, Jean-Olivier “Volsung” Ferrer,
Jeff Crews, jeff de Raise Dead, Jeff Fillback, Jeff H, Jeff Messina, Jeff Stolarcyk, Jeff
Sweet, Jeff Tidball, Jeffrey Bo Doon, Jeffrey Grant, Jeffrey S. James, Jennifer Fuss,
Jennifer Steen, Jeremiah Natte, Jeremy Hamaker, Jeremy Kear, Jeremy Keller, Jeremy
Morgan, Jeremy Mosuela Higley, Jeremy Ryan, Jeremy Scott, Jeremy Verkley, Jerry L.
Meyer Jr., Jesse Mungle, Jim “Crit Hit” Miller, Jim DelRosso, Jim Hart, Jim Matt, Jim
McClure, Jim Rittenhouse, Jim Ryan, Jim Sensenbre, Jim Waters, Jiminy, Jimmy K,
Jimmy Ringkvist, Jocantaro, terror of Torremolinos, Jocelyn Koehler, Jody Kline, Joe
Barnsley, Joe DeSimone, Joe Killeen , Joel Dobson, Joerg Sterner, Johannes Oppermann,
Johannes Paavola, John Bramble, John C. Hall IV, John Cermanski, John Donoghue,
John Fitzgerald, John Hacker, John Henry, John Leibee III, John Massie, John Pharo,
John Riley Hopkins XIII, John Rindfleisch IX, John Rogers, John T. Oakes, John Willson,
Johnny-Mac Willcox-Beney, Jon Bristow, Jon Cole, Jon Green, Jon Liming, Jon Perrotto,
Jonathan “Buddha” Davis, Jonathan Korman, Jonathan Lee, Jonathon Dyer, Jorden
Varjassy & Ilya Etinberg, Josh Albritton, Josh Flint, Josh Flora, Josh Krehbiel, Josh
McIllwain, Josh Rensch, Josh T. Jordan, Joshua and Kirsten James, Joshua Brain Jaffe,
Joshua Ramsey, Joshua Saville, Joshua Straub, Judd M. Goswick, Juho Ratava, Julia
Swaine, Julian Plaga, Julien Masset, Jussi Kenkkilä, Just my name is fine., Justin
s
s
349
Noir World by John Adamus
Blaskie , Justin Schmid, K Garber, Kai Savage, Kaine Hunter, Kalum from The Rolistes
Podcast, Karlen “OFTHEHILLPEOPLE” Kendrick, Kat Kuhl, Kat L., Katie Baker, Keith
Catalano, Keith Z, Kelley Vanda, Ken Finlayson, Ken Napper, Kevin Brock, Kevin Farn-
worth, Kevin Flynn, Kevin Kostello, Kevin Kulp, Kevin Lemke, Kevin M. Gallagher, Jr,
Kh_l2k, Khaled N., Kier DUros, Kirk Rahusen, Kit Kindred, Klint Finley, Korey Enright,
Kraken, Kristof Klee, Krystal Oliver, Krystel Anderson, Krzysztof ‘Fnordington’ Chyla,
Kurtis Lynett, Kyle Chiu, Kyle Kiefer, Kyle R Krueger, Kytyn, Lachlan Jones, Larry Hollis,
Launa Sorensen, Laura “Laura47” Boylan, Laura C. Penrod, Laura J., Lauren Callahan
and Joel Lorenzetti, Laurie J Rich , Lawrence Glass, Lawrence Gullo, Leo Miller, Les and
Dashiell Simpson, Lester Ward, Lexi C.-Trépanier, Liam Routt, Liberty, Liesl Schille,
Lincoln Aspenwood, Lindsey McCullough, Lisa Padol, Live Your Hopes, Lloyd Gyan,
Lloyd Rasmussen, Logan Swi, Loki Carbis, Lorenzo Bandieri, Lorrraine, Lotte Ginn,
LSindt, Lucas Bell, Ludovico M. Alves, Luis Guimbarda, Luke Hawksbee, Luke McCar-
thy, Luke Sherman, Luke Stark of LukeSaysMoo.com, Luke Wayland, Lynne Hardy, M
Lea, M&C Limited, M. Dietsche, Mabel Harper, Madelyn C, Magnus Jonsson, Manuel
Suarez, Marco “Noir” Behrmann, Marco Munari, Marcus Cope, Marek Hendziak,
Mareth Griffith, Mark “Q” Ross, Mark Argent, Mark C. Chu-Carroll, Mark Edwards,
Mark Fenlon, Mark Francis, Mark Laing, Mark Peterson, Mark Phillippi, Mark Plem-
mons, Mark Soderholm, Mark Tygart, Markus “Myles” Günther, Markus Widmer,
Marshall Miller, Martin Bourque, Martin Greening, Martin Pickett, Martin Tegelj,
Marty M, Marvin Yueh, Mary Klught, Masani McGee, Mathias V. Thomsen, Matt
“Smug” Smithers, Matt “Stumpy” Patterson, Matt Ashcraft, Matt Ballert, Matt Gordon,
Matt Jackson, Matt Murray, Matt Petruzzelli, Matt Piasecki, Matt Shinners, Matt
Strickling, Matt Vajgrt, Matt Wetherbee, Matteo Emili, Matthew “Ogrebeef” Seagle,
Matthew Broome, Matthew Cranor, Matthew D. Gandy, Matthew McFarland, Matthew
Muth, Matthew Ryan Shoemaker, Matthew Swank, Matthew X. Gomez, Mattia Davolio,
Maurizio Locusti, Mauro Adorna, Maury Brown, Max Vanderheyden, Megan Shiplett,
Meghan Dornbrock, Melody Newberry, Mendel Schmiedekamp, Michael Adair,
Michael Atlin, Michael Berens , Michael Bowman, Michael Cantin, Michael David
Pereira, Michael DeMichillie, Michael F. Trevino, Michael Flanagan, Michael Friese,
Michael Hanning, Michael Hill, Michael M Thomas II, Michael Par, Michael Russo,
Michael Sandlin, Michael Saterlie, Michael Scott Mears , Michael Thompson, Michelle
Lyons-McFarland, Mielle & Kaelle, Mikael Dahl, Mikael Tysvær, Mike “Three Shoes”
Nusbaum, Mike Donohue, Mike Hammond, Mike McMullan, Mike Pitre, Mike Quint-
anilla, Mike Sergio, Mike Williams, Mikel L. Matthews Jr., Millions George, Minh Chung,
Minionworks Podcasting Network, Minsc Pratt, Misdirected Mark Productions, Mitch
Featherston, Molarduck, Monkeyfun Studios!, Morgan Jenkins, Moxie LaRoux, Moyra
Turkington , Nam Huynh, Nat “woodelf” Barmore, Nat Schaible, Nathan Hicks, Nathan
Merri, Nathan Nolan, Nathaniel Whitestone, Neal Dalton, Neal Tanner, Neil Smith,
Neon King Kong, Nessalantha, Niall O’Donnell, Nicholas Galinski, Nick Hollingsworth,
Nick Mulherin, Nick Oberlander, Nick Robertson , Nick Salony, Nick W., Nico Nußbaum,
Nicola Urbinati, Nicolas ‘Gulix’ Ronvel, Niko Diaz, Nikolaj Munk, David Allison, Noah
Ban, Noah Gweek Gribko, Noel Warford, Nola Pfau , Oliver Lind, Ollie Gross, Omar
Amador, ONE SHOT Podcast, Oscar Clark, Oscar Forslund, OurHeroAndy, P. R. O’Leary,
Pablo Saldaña, Paolo Busi, Patrice Mermoud, Patrick & Samantha Harris, Patrick
Knowles & Tyler Lominack, Patrick Mohlmann, Paul Bachleda, Paul Cueva, Paul e, Paul
Groudas, Jr., Paul McBride, Paul Stefko, Paul Umbers, Paul Wilson, Paul Yur, Pavel
Ojeda, Peanut, Pedro Obliziner, Pedro(te), Pete Griffith, Pete Woodworth, Peter Rivera,
Petri Leinonen, Petrux, Phil Groff, Phil Nicholls, Phil Vecchione, Philip “Xipehuz” Espi ,
Philipp Dopichaj, Philipp Tsenin, Phillip Ames, Phillip Bailey, Phillip Tucker, PiHalbe,
Piotr SerafiÅski, Pip Gengenbach, PK Sullivan, Please Don’t Credit Me, Pookie, Protag-
onist Industries, Q. R. Jackson, Quentin P., R Kim, R. Zemlicka, Rafael C Ferreira, Ralph
Lovegrove, Randy Lubin, Ray Sl, Ray Watters, Raymond Nagle, Rebecca “Angel” Perez,
s
s
350
6: Kickstarter Backers
Rebecca Fishner, Redpaintedblack, Rekka Jay, Renee M. Solberg, Rhea Vichot, Rich
Fowler, Rich Fryer, Rich Howard, Richard Allred, Richard Auffrey, Richard August,
Richard Bethke, Richard Kallok, Richard Kreutz-Landry, Richard Todd, Richard ‘Vidi-
ian’ Greene, Rick Sorgdrager, RM Sean B Jaffe, Rob Abrazado, Rob Deobald and Rach
Shelkey, Rob Donoghue, Rob Goodman, Rob Johns, Rob MacDougall, Rob Parker, Rob
Wieland, Robby Anderson, Robert Anderson, Robert Bersch, Robert Carnel, Robert D.
Rosenthal, Robert Ferency-Viars, Robert Loper, Robert M. Everson, Rock Hardbody,
Rocket Heidenreich, Rocky Sunico and Tobie Abad, Ronald Pyatt, Rose Quinzell, Rosie
Frater, Ross Lavelle, Ross M. Lodge, Ross Smith, Rourke Bywater, Roy Sachleben,
Russell Collins, Russell E. Morrisey, Russell Reed, Ryan, Ryan Abrams, Ryan Holscher,
Ryan Ihle, Ryan Peterson, Ryan Pothering, S. Adam Surber, S. Williams, Sabrina Klev-
enow, Saffire, Sam Brian, Sam Watson, Sarah Lodwick, Sarah Perry-Shipp, Sarah
Williams, Sarn Aska, SaThaRiel, Saulo Quinones, Savannah Zirbel, Scarlett Letter,
Schubacca, Scott Bennett, Scott E. Vigil, Scott Ferwerda, Scott Slater, Scott Welker,
Sean Brown, Sean G., Sean Mattox, Sean Murphy, Sean Patrick Kelley, Sean Robinson,
“Sean Senik-Puckett, Sean Smith, Serf McSerfington, Seth Harris, Shane Harsch,
Shane Jackson, Shane King, Shannon Perry, Shaun Lorimer, Shaun Tabone, Shawn
Hudson, Shawn Shultz, Shervyn, Silhouette Zero Podcast, Sillade, Silvio Herrera Gea,
Simon Ward, Simone Bonetti, Sir Logan McKenzie, Siri Crane, Skittlekiller, Sophie
Jarrell, Sophie Melchior, SoSo Tsundere, Spencer and Piper Zito, Spencer Hubbard,
Sphærenmeisters Spiele, Stéphane R., Stacie Winters, Star & Ben, Stefanie Slamon,
Stephanie Bryant, Stephanie M. Allen, Stephen A. Morse, Stephen Joseph Ellis,
Stephen Pashby, Steve “Bearly Normal” Discont, Steve Mains, Steve Radabaugh, Steve
Robinson, Steven Watkins, Storium.com, storycomic.com, Stras “Steely Eyes”
Acimovic, Stuart McKay, Svend Andersen, Swordnut Paul, T Reynolds, T.J. Tague, T.W.
Wombat, Tabletop Radio Hour, Talljoe, Tara Garwood & Jason Sadler, Tara M. Clapper,
Taylor LaBresh, Tegan V Smith, Terry L Gilbert Jr, Tevel Drinkwater, Thane and Rafe
Dube, The Adventure Game Store & Dragon’s Lair, The Bea Arthur Appreciation Cabal,
The Ben Hatton, The Duke of Rawsome, The Mark Richardson, The Stewart Family,
thegamesteward.com, Theo, Theo Clarke, Thiago Goncalves, Thing 12 Games, Thomas
Hopper, Thomas Lauth, Thomas Piekarski, Thorin Messer, Thorny Games, Tim Ellis,
Tim McB, Tim Rodriguez, Tim Scheer, Timolution, Timothy Baker, Timothy Eagon, To
Bernt - Remember the Tremere are everywhere., Tobias Sechelmann, Todd Cash, Tom
“palfrey” Parker, Tom Grassia, Tom Hansberger, Tomer Gurantz, Tomi Sarkkinen, Tony
Srimongkolkul, Torrie Rhiannon Smith , Torsten Bernhardt, Tracy Barnett, Tracy
Hurley, TravelingTim Salisbury , Trevor Crosse, Trip Space-Parasite, Tristan Knight,
Troy Kuech, Troy Pichelman, Tucker Lemos, Tug Baker, twitch.tv/ericvulgaris, Tyler &
Hillary Betford, Tyler Hicks, Tyree Parkin, Tyson B. Cram, Ulf “McWolfe” Andersson,
Uncredited, VÃctor_Romero, Veronikis Spyros, Vevnos, Vi Brower, Victor J Kinzer,
Victor W Allen, Vincent Arebalo, Vincent Baker, Vincent Eaton, W. David Lewis, Wade
Rockett, Walter F. Croft, Wanangaman, Waning Gibbous Games, Warren A.N.D. Morri-
son, Wayne Rossi, Wes “SteveWes” Moots, Wes Otis, Will Coon, Will Godar, Will Palmer,
William Lett, William Macklin, William Weiler, WombatDazzler, Wright S. Johnson,
Wyatt Schroeder, Xavier Brinon, Xofour, Xthulu, Yancy Reagle Whitham, Yoshi Creel-
man, Yragael, Zac Daignault, Zach Seymour, Zack Pamfilis , Zack Wenning, Zackary
Betsch, Zed Lopez, Zeilenrausch, & Zenmah.
s
s
351
7: Sheets & Handouts
Basic Actions
Check It Out
When you want to examine, investigate, or look at things, roll+Brains.
Help Out
When you help someone do something, roll.
On a 6-, you’re not helpful at all, and the Director will tell you
how your help didn’t pan out the way you intended AND now
you’ve done something to jeopardize EVERYONE in the Scene.
s
s
352
7: Sheets & Handouts
Fight It Out
When you attempt to injure someone or something else, roll+Risk.
On a 7-9, you succeed, and any weapons used do half their full
Injury (round up), but also either expose yourself to a counterattack
you can’t avoid OR expose someone else in the Scene (not
involved in the fight) to an attack they CANNOT avoid.
Talk It Out
When you attempt to converse with someone else and try
persuade them to do something or agree with you, roll+Moxie.
s
s
353
Noir World by John Adamus
Director Actions
Director’s Code
Breathe the noir
“Yes, And”
“Tell Me More…”
Take suggestions
s
s
354
7: Sheets & Handouts
In thinking like a movie, you should describe what the Roles are seeing,
both as participants in the Scene and as an audience. Describe what
people see, describe the Location, describe the traffic or the movement
or the weather or the lighting. Paint a picture so people know they’re
not acting in some undefined space.
Fade to Black
Free Action
There are parts of Scenes that can be less exciting than other parts. No
one wants to watch someone sleep for six hours. No one pays attention
to the boring parts of a stakeout. When you need to end a Scene and pass
Director responsibilities to another person, Fade to Black.
s
s
355
8: Common Role Sets
There are a lot of interesting combinations of roles that you can
play. Here are a particularly good set of combinations for you to
consider for your movie.
s
s
356
8: Common Role Sets
s
s
357
Index
Actions 66
Acts 57
Belongings 42
City, The 62
Crime 50
Director Actions 102
Fade to Black 103
Harm Something or Someone 104
Introduce Someone New into the Mix 105
Later On 106
Make Them Risk Something 107
Meanwhile & Flashback 108
Offer a Choice, but There’s Always a Catch 109
Pay Off Something Previously Set Up 111
Set up Something to Pay off Later 110
The Establishing Shot and Call Sheet 103
Director Overview 86
Director’s Code 90
Address the Roles and their Situation 94
Breathe the Noir 91
Encourage Tough Choices 96
Everything goes to the Plot 100
Give them Enough Rope 97
Pain and Suffering are on the Menu 98
Reward Tragedy with More of the Same 98
Share the Movie 101
Take Suggestions 100
“Tell Me More” 93
Tie Loose Ends into Knots 99
“Yeah you are” 92
“Yes, And” 92
s
s
358
Index
Eras 32
Hooks 46
Locations 47
Changing 78
Facts 80
Motivations 41
Murder 71
People 48
Roles - Movers 113
The Career Criminal 142
The Dirty Cop 118
The Fatale 122
The Gambler 146
The Good Cop 114
The Mook 126
The Politician 138
The Private Eye 130
The Reporter 150
The War Vet 134
Scenes 64
s
s
360