Pyramid - 3-42 Noir

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CONTENTS Enter the gritty, gray world of noir . . .

FROM THE EDITOR . . . . . . . . . . . . . . . . . . 3


THE ZEPHYR CLUB . . . . . . . . . . . . . . . . . . 4
IN THIS
THE GAMEABLE BOUNCER . . . . . . . . . . . . 12
by Matt Riggsby

by Jason Brick
ISSUE
Are those prison bars across your eyes? No – it’s the light
HUMAN, FLAWED . . . . . . . . . . . . . . . . . . . 17 through the vertical blinds coming into the office of Pyramid.
by Michele Armellini This time we’re turning our shadow-obscured gaze to the
gritty, gray world of noir.
THE GATHERING WILL . . . . . . . . . . . . . . . 25 For good times, wholesome entertainment, and the occa-
by Steven Marsh sional dark secret, visit The Zephyr Club. Complete with labeled
and unlabeled maps, this location is presented by Matt
THE HOUSE OF THE SUN . . . . . . . . . . . . . 27
Riggsby, co-author of GURPS Low-Tech. Learn about a hot
by J. Edward Tremlett
spot to trot and its inhabitants (with notable GURPS details).
THE FEMME FATALE . . . . . . . . . . . . . . . . 34 Every nightclub needs a tough guy at the door, but any old
by Cal Godot strong-arm won’t do. For quality security, look no further
than The Gameable Bouncer. Along with a discussion of job
RANDOM THOUGHT TABLE: A MILLION expectations and challenges (including how the job has
WAYS TO FAIL IN THE NAKED CITY . . . 36 evolved from the early 20th century to the 21st), this article
by Steven Marsh, Pyramid Editor includes three GURPS templates and two new optional
GURPS Martial Arts techniques.
ODDS AND ENDS . . . . . . . . . . . . . . . . . . . 38 The truly good noir movies and novels have interesting
featuring Murphy’s Rules supporting casts. Your campaigns should be no different!
Michele Armellini (author of GURPS WWII: Grim Legions)
ABOUT GURPS . . . . . . . . . . . . . . . . . . . . 39 provides backgrounds and GURPS stats for eight iconic sec-
ondary characters.
The typical noir protagonist is a loner, with a plucky secre-
® tary or assistant at best. However, RPGs thrive on groups. The
Gathering Will is here to help. This systemless campaign hook
should be good for at least two years of adventures . . . if every-
one can stand not to kill each other that long!
San Francisco in the early 1930s was famed as a city of vices.
The House of the Sun presents a fully fleshed early-noir den of
iniquity, intrigue, and terrible danger that might have been
established in Fog City. Explore this locale and its secrets in the
Article Colors game system of your choice; it’ll be the experience of a lifetime!
Each article is color-coded to help you find your Where would the hard-boiled detective be without The
favorite sections. Femme Fatale and her schemes? Unearth the characteristics
most common to the plot’s most dangerous lady and the
Pale Blue: In This Issue GURPS traits associated with them, plus learn tips for using
Brown: In Every Issue (letters, humor, editorial, etc.) the archetype as a PC or misleading the protagonists about
Dark Blue: GURPS Features who the real femme fatale is.
Purple: Systemless Features This month’s Random Thought Table delves into adding dis-
content by way of more choices. Odds and Ends provides a
secret stash or two, while Murphy’s Rules reveals how to be a
COVER ART INTERIOR ART good cop and bad cop.
Steve Gardner Greg Hyland Whether you’re donning a fedora in a full-fledged noir cam-
Matt Riggsby paign or looking to add some gray to your other genre’s blue
skies, this issue of Pyramid has got your back. Don’t say you
weren’t warned . . .

Editor-in-Chief ❚ STEVE JACKSON GURPS Line Editor ❚ SEAN PUNCH Page Design ❚ PHIL REED and
Chief Operating Officer ❚ PHILIP REED Editorial Assistant ❚ JASON “PK” LEVINE JUSTIN DE WITT
Art Director ❚ SAMUEL MITSCHKE Production Artist ❚ NIKOLA VRTIS Marketing Director ❚ MONICA VALENTINELLI
e23 Manager ❚ STEVEN MARSH Prepress Checker ❚ MONICA STEPHENS Director of Sales ❚ ROSS JEPSON

PYRAMID MAGAZINE 2 APRIL 2012


FROM THE
EDITOR
NOIR! WHAT IS In addition, similarly to horror, comedy, and action, “noir”
as an idea is something that can be included in a campaign for
IT GOOD FOR? a brief period, only to have it retreat to the shadows when the
adventure is over. Even the most clear-cut black-and-white
In a lot of ways, I feel that “noir” is a flavor that can apply campaign might benefit from the shades of gray that a gritty
to many different campaigns. It’s versatile like “horror” in that adventure provides. (Frank Miller’s Batman: Year One started
regard. Thus, we have noir-flavored superheroes in the form of just a few months after one of the most over-the-top anniver-
Peter David’s X-Factor and Brian Michael Bendis’ and Michael sary issues of Batman ever.)
Avon Oeming’s Powers, and sci-fi noir such as Blade Runner So don your trench coat, question that “innocent” damsel
and Inception. once more, and venture into the night. If you play your cards
However, this issue looks at a relatively “pure” form of noir right, you might just make it to see the morning.
(with the exception of the transdimensional pub briefly
detailed on p. 16 . . . it must’ve snuck past the security). We fig-
ure it’s easier to add noir to other campaigns that might bene-
fit from it than it is to scrub strange elements. After all, any
WRITE HERE, WRITE NOW
Don’t let our sassy secretary get wind of it, but we love to
campaign from the past 100 years or so can use GURPS stats get your feedback! So, feel free to send letters and comments
for bouncers (pp. 15-16); GURPS supporting-cast members to [email protected], or post online on our forums at
that fit a noir sensibility (pp. 17-24) can turn up anywhere; gals forums.sjgames.com. We always like to know what we’re
who use their wiles (pp. 34-35) can cause mischief at any time; done right, where we’ve gone wrong, and what we ought to do
and odd situations that thrust random souls together (pp. 25- in the future. And if these articles have struck you with an idea
26) can be useful in most games. for a future Pyramid, check out our Writer’s Guidelines at
sjgames.com/pyramid/writing.html for more information!

Pyramid, GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. e23 and the names of all products
published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
Pyramid is copyright © 2012 by Steve Jackson Games Incorporated. All rights reserved.
Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media.
All such submissions become the property of Steve Jackson Games Incorporated and will not be returned.
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purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated.

PYRAMID MAGAZINE 3 APRIL 2012


THE ZEPHYR
CLUB
BY MATT RIGGSBY

What are you going to do with your best guy or gal on a


night off? Stay home and listen to the radio? Of course not!
You’re going to get dressed up and head out on the town. The Donovan Caine nodded at me
Zephyr Club offers a full bar, a full kitchen, and the exciting,
romantic sounds of Emil Castle and his orchestra. It’s a great a final time. Then the detective turned
place to go before or after a picture show, or for a full evening on his heel and walked out the door,
on its own. Whether your pleasure is dinner, dancing, drinks,
or a dark corner, the Zephyr has what you need. leaving my gin joint and heart
This article describes a nightclub suitable for a broad range a little emptier and colder than
of cliffhanger, detective, and other pulp, hard-boiled, or noir-
inspired campaigns. In addition to the physical setting, there they had been before.
are a number of NPCs associated with the club. Each has rele- – Jennifer Estep, Web of Lies
vant stats and a background that can serve merely as color or
a springboard for adventure.

THE CLUB
The Zephyr Club is one of a number of similar bars, restau- keeping them up to date, and some patrons have torn out
rants, and nightclubs in the downtown of a large city. Its lay- pages
out is unremarkable for an establishment of its type. containing phone numbers or addresses they’ve been looking
for. Another set of double doors to the right leads to the
main room.
1. ENTRANCE
The entrance from the street is a set of glass double doors
under an awning that stretches across the sidewalk almost to 3. MAÎTRE D’S STATION
the curb. The glass is frosted and mostly opaque, with the Mr. Bremmer (p. 7) has a small lectern-like desk with the
name of the club and a set of stylized wavy lines symbolizing reservation book and the house phone. Bremmer performs an
the wind; the motif is repeated throughout the club’s decor. A additional level of filtering on undesirable guests and passes
small paper sign indicates the club’s hours. Dutch (p. 7), the most of the remainder on to a waiter or waitress from here. He
doorman, opens doors for people arriving, summons taxis for will see to particularly important ones personally. There’s also
those leaving, and filters out the most obvious riffraff. a couch in the corner where early arrivals can await the rest of
their party if they don’t want to go to the bar for a head start
on drinks.
2. VESTIBULE
A small entry room is immediately inside the front door. To
the left is the hat and coat check, with Rita (p. 7) behind the 4. BAR
counter and many clothing racks behind her. The door to the A polished wood bar runs about half of the length of the
hatcheck room is locked, though it’s a largely symbolic barrier main room. The wall behind is covered with mirrors, which are
since there’s no shutter to close off the counter. A pair of phone largely blocked by shelves full of bottles. Most of the drinks are
booths is straight ahead, with curtains for a modicum of pri- garden-variety beers and distilled liquors, but there’s a supply
vacy, though they don’t stop any sound. Each is also equipped of champagne, a few wines, and a couple of high-end brandies
with a phone book. The staff is sometimes indifferent about and whiskeys for connoisseurs.

PYRAMID MAGAZINE 4 APRIL 2012


The ends of the bar near the walls are hinged and flip up so since Camino believes in getting money in the bank quickly. He
that staff can come in and out from behind it. There’s also a isn’t a violent man, but he knows the business well enough to
locked cash box at either end; the bar serves as the main till, keep a large pistol in a desk drawer (use the .45 auto pistol on
where waiters bring payment and get change. Just in case, p. B278).
there are several random bludgeons (baseball bats
and lead pipes) under the bar at intervals so that a
bartender never has to go more than a step or two
grab a weapon. If the staff feel that there’s a particu- The Golden Age of Wireless
lar threat of robbery (during riots, the Great One of the Zephyr Club’s great attractions is a weekly live
Depression, or just downturns in the character of the radio program. Friday nights from 9:15 to 10:00, a local radio
neighborhood), there’s also a sawed-off shotgun; the station broadcasts Dolores and the band, with guest appear-
10G double shotgun on p. B275 will do, but see The ances by small-time comedians and touring solo performers.
Sawed-Off Shotgun in GURPS High-Tech (p. 106). While people can usually get in without any trouble other nights,
Fridays require reservations.

5. MAIN FLOOR Menu


About half of the club’s main room is occupied by The Zephyr Club serves simple American food. The menu con-
small tables. They’re arguably a bit too small and too tains mostly soups, sandwiches, and salads. For big spenders, basic
closely set for a good restaurant, but that’s not what steaks, chops, and some seafood are available, but they’re not
the Zephyr Club aspires to be. However, they’re good emphasized. The Los Angeles Public Library’s collection of historic
enough for the light fare the menu leans toward. menus – www.lapl.org/resources/en/menu_collection.html – can
They’re perfect for resting briefly with drinks between serve as inspiration and a pricing guide.
dances and for intimate conversations.
The far end from the entrance contains a well-pol-
ished parquet dance floor, used by patrons or, depend-
ing on the show, professional performers.
9. MEN’S ROOM
During business hours, Thales (p. 9), the janitor, is here help-
6. STAGE ing customers straighten collars, adjust ties, and generally
The stage is elevated three feet off the main floor. There’s a freshen up. There’s also a large broom closet at one end of the
low rim on which lights can be mounted, but it’s no more than room, full of soaps, mops, buckets, and other cleaning supplies.
a few inches high and doesn’t constitute a real barrier. The
space under the stage is empty save for support beams, electri-
cal wiring, and dust. Maintenance people can remove panels 10. POWDER ROOM
on the front of the stage and crawl under it; there’s also a trap In addition to several toilet stalls and sinks, this room fea-
door at center stage at the very back. tures a couch and plenty of mirror space. The staff haven’t dis-
covered it yet, but there’s a .38 snub-nose revolver (see p. B278)
taped to the inside of the tank lid of the farthest toilet from the
7. BACKSTAGE door, part of a murder plot that never went off.
The crowded backstage has some room for performers to
prepare, but little else. A pair of small dressing rooms is typi-
cally used by individual performers or double acts (the one on 11. KITCHEN
the far end is usually spoken for by Dolores, pp. 8-9). A pair of When things really get going, this is the busiest room in the
larger ones is used in common by less notable performers. The club. Waiters come in through the swinging door on the dance
one closest to the stage door is generally occupied by chorus floor. They thread their way among line cooks on the left-hand
girls and female dancers, if a group of them happen to be per- aisle placing orders as they go. Then they grab dishes on their
forming that night. A set of doors opening on a cluttered back way out the other door. Most of the cooks are set up in the
alley does double duty as a stage door and as a delivery right-hand aisle, with sinks for dishwashing in the far corner.
entrance for the pantry and kitchen. Even empty, it’s packed with improvised weapons: knives,
skewers, heavy ladles, pots (with and without hot contents),
and so on, as well as less perishable groceries.
8. OFFICE
Mr. Camino’s (p. 9) office is tucked in an inconspicuous cor-
ner of the club. The door isn’t hidden, exactly, but it is covered 12. PANTRY
with the same wavy-patterned wallpaper as the rest of the club. This room contains a mix of extra liquor, backup supplies
Thus, in the dim light, it can be hard to make it out. The door for goods usually kept in the kitchen, extra linen for the tables,
is also relatively heavy (treat as 1” wood; the rest are 1/2” wall- several iceboxes containing perishable goods, and odds and
board or just plate glass; see p. B558). This is for soundproof- ends that don’t go anywhere else. A little digging reveals such
ing so the occupants can be heard over the sound of the band things as a toolbox, a few gallons of paint, some folding chairs
and the customers rather than physical protection. A small safe and tables, and a couple of old framed paintings that are no
is located in the wall over the roll-top desk, just big enough to longer needed on the walls.
keep the receipts for two or three nights. It’s rarely full anyway

PYRAMID MAGAZINE 5 APRIL 2012


1 MAP OF THE
ZEPHYR CLUB
2 For a larger, unlabeled version of this
map, see pp. 10-11.
3
8 Key
1. Entrance
2. Vestibule
3. Maître d’s Station
4. Bar
5. Main Floor
6. Stage
9 7. Backstage
8. Office
9. Men’s Room
10. Powder Room
11. Kitchen
12. Pantry
4
5 Scale: 1 hex = 1 yard
10

#99: Why would


brilliant, intelligent
men wanna go to a
place like that?
Maxwell Smart:
Well, there are several
reasons, 99. Men like
that need a place to
11 unwind. A change of
atmosphere, a change
of scene.
#99: But Max,
12 there’s nothing
to do there except look
at a lot of girls
walking around
6 half undressed.
Maxwell Smart:
Say, that’s the best
reason yet.
7 – Get Smart
#2.27

PYRAMID MAGAZINE 6 APRIL 2012


THE EMPLOYEES
There are a thousand stories in the naked city, and most of circumstances allow. He’s also got an uncannily accurate sense
the people who work at the Zephyr Club have one to tell. This of how many people are in the house at any time.
is a sampling of the Zephyr’s more memorable staff. The “key Bremmer is playing a very dangerous game. Though he’s a
stats” are particularly notable traits. Where not specified, trusted employee, he acts as an informer for one of Johnny
assume that the employees have attributes in the 9 to 11 range Buttons’ (p. 8) rivals, helping them keep tabs on Camino and
and suitable job skills at 12. his mob connections. Most of what he passes along is innocu-
ous (“Jimmy Buttons and Muscles Madison were in last night;
Muscles had a hatbox with him, kept it by his side all
DUTCH, THE DOORMAN evening.”). Even so, it’s worth it to the rival mob to know just
For Dutch, the fight game was easier than high school. He where their opponents are and what they’re up to.
was good, too; there was some talk that he could be groomed
Key Stats: Diplomacy-13; Savoir-Faire-14.
into a contender. Then he won that fight his manager was paid
to lose, and the one time he ever thought quickly in his life, he
got out of town before the local enforcers got to him. Dutch
has settled comfortably into his life as a doorman, bouncer,
CANDY, THE CIGARETTE GIRL
Candy came from Charleston, South Carolina – well, it’s
and all-around big guy who lets other people think for him.
really a little town called Hollywood just outside of Charleston
He’s got plenty of friends at a neighborhood gym where young
but whenever she says “Hollywood” people think it’s the one in
boxers go to train (he keeps in shape by sparring). When Mr.
California and she’s never even been there and she just laughs
Bremmer or Mr. Camino haven’t told him to throw you out,
and laughs so she just says Charleston – but anyway her mama
he’s one of the nicest guys you’d ever want to meet.
and daddy named her Candy because they thought she was
He does have a bit of a temper, though, and he still under-
about the sweetest thing they ever done laid eyes on and every-
estimates his own strength. Accidents could happen, and he
body else just thought so too, so they were sweet to her to, and
could seriously hurt the wrong person at the wrong time. If
now she’s all grown up and tries to be as sweet as she can be
that happens, he might have to go on the run again, or look for
to everybody else and if you play your cards right then maybe
help from somebody smarter.
she’ll be sweet on you.
Key Stats: ST 15; HT 12; Boxing-15. That, in a nutshell, is Candy, who makes the rounds of the
club with a tray of cigarettes, gum, and other sundries hanging
around her neck. She is, in many ways, as sweet as her name.
RITA, THE HATCHECK GIRL She’s pretty, affectionate, and a fiercely loyal friend. As the
Rita is old enough to be the mother of most of the other scion of a long-line of bootleggers, she can be surprisingly
women working at the club. She’s spent most of her life work- sneaky when she has to be. Unfortunately, she has no filter
ing in places like it, though some much farther down the scale. between her brain and her mouth. Anything she sees or hears,
She’s seen it all, and done a lot of it, and she can take care of she’ll tell someone else about sooner or later. In the circles she
herself. While she’s as cynical as one might expect, she’s got a moves in, that could get her killed some day.
soft spot for some of her younger co-workers. She make an
Key Stats: Carousing-13; Fast-Talk-13; Stealth-13.
effort to look out for them, though she won’t get in their way if
they’re truly determined to do something stupid.
Rita has her life more or less as she likes it these days. But
when she was younger, she moved with a rougher crowd. She
kept company with one particular flashy hoodlum until things
got too hot for her, and with great effort, she managed to pull
I hate cameras. They are
herself away. Now, years later, he’s the head of a local crime
syndicate. If she were utterly desperate, she could see him and
so much more sure than
maybe even turn that meeting into a favor, but she doesn’t like
to think about what else she might have to do to get it.
I am about everything.
Key Stats: Brawling-13; Streetwise-15. – John Steinbeck
MR. BREMMER,
THE MAÎTRE D’ LORETTA, THE CAMERA GIRL
Balding, limping from an old war wound, and with an
If you’re at the Zephyr, Loretta eventually will come by your
immaculate waxed moustache, Mr. Bremmer (nobody ever
table, camera in hand, and ask if you’d like a photograph as a
thinks to ask his first name) is the face of the Zephyr to most
souvenir of your evening. It’s just a dollar, and it comes to you
of its customers. He greets them at the front desk, makes sure
at your table in an hour, or it can be mailed to you later. It comes
that VIPs are properly taken care of, and intervenes if any
in a little paper frame with the Zephyr’s logo on the cover.
problems arise. He’s unfailingly formal, but as deferential as

PYRAMID MAGAZINE 7 APRIL 2012


Loretta actually works for the Swensen Photography Company Emil’s appeal isn’t limited to music lovers. Ladies love him,
around the corner, but the Zephyr is her beat. and he loves them back. He’s discrete as he can be, but it is,
The thing that people learn when they get to know Loretta frankly, a wonder that neither his wife nor a string of other
is that she’s got bigger plans. She wants to be a journalist, to tell women’s husbands and boyfriends haven’t found out or done
important stories with pictures, but it’s difficult to get a newspa- something about it. Yet.
per to take a “girl reporter” seriously. What they don’t learn is
Key Stats: Lecherousness; Fast Talk-13; Performance-13;
that Loretta comes from money – and lots of it. Her family goes
Sex Appeal-14.
back to the Mayflower and controls a significant chunk of the
shipping going in and out of New
England. However, she wanted no part
of choosing between a marriage to the
“right” man (who bored her to tears) Johnny Buttons and the Boys
or life as a useless spinster, all but con- Among the frequent visitors to the Zephyr Club is a guy known around town
fined to a family compound in Rhode as Johnny Buttons. He’s friends with the owner, and dating the lead singer. He
Island. So, she packed a few things, spends enough to get special treatment when he shows up. Johnny got the name
wrote the briefest possible note, and from a habit of wearing clothes with expensive pearl buttons, though that was
left to assume a fake last name. The really only a passing thing. Johnny and entourage will tell you that he’s just a man
family keeps private eyes on retainer, with a variety of business interests (a small trucking and distributing company,
trying to pick up her trail. It’ll be bad partnership in a few hardware stores, and now stock in some local banks). It’s
enough if they find her, but even worse only his detractors who accuse him of being a rising figure in a crime syndicate,
if someone else figures it out first and with a gift for rubbing out just the right people at just the right time.
decides she’d be worth a big ransom. Johnny and his boys are rough characters, but they’re not stupid. Cops and
Key Stats: Photography-14; Profes- judges are individually corruptible, but the legal system is a not wholly owned
sional Skill (Journalist)-13. subsidiary of the mob like it is in some cities. There’s competition from rivals and
other factions on top of that. They have no problems acting decisively when the
situation calls for it, but they can’t act with impunity. For them, the Zephyr and
L , EE THE a few similar clubs are friendly territory. However, it’s not their own property, so
they won’t commit crimes in the open there.
BARTENDER
Grizzled and balding, Lee’s been
everywhere and done everything. He lied
about his age when he was 15 to join the Merchant Marine,
switched over to the Army some years later, drove trucks cross-
SICILIAN JOE,
country long before interstate highways, did a little cow-punch-
ing, worked on skyscrapers, got married three times . . . the list
THE CLARINET PLAYER
He’ll tell you his parents named him Giuseppe, but every-
goes on for quite a while. He’s got a great story about every one
one calls him Joe. He hardly knows a word of Italian (his par-
of them. He’s also got a knack for using those stories like para-
ents didn’t want to speak it after they left the old country, he
bles. Got a problem? Lee will listen sympathetically and, when
says), but he’s fluent in the clarinet. Joe’s one of the best in
you’re ready, recollect a similar situation. You’ll probably leave
town, and he’s a major draw with the orchestra.
feeling better about it all.
But Joe really is named Joe. And he’s not Sicilian. His mother
Despite being everyone’s friend, Lee’s got a little problem
was mixed Scottish, French, and Cherokee, and his father was
playing the ponies. He loves the sport, but he’s just terrible at
black. Though that might not matter to some, it certainly would
picking winners, which gets expensive. He’s in a trusted posi-
to his landlord, his girlfriend, and possibly to his employer.
tion behind the bar, so he could skim a little off the top, but his
conscience won’t let him. His conscience will, however, let him Key Stats: Acting-13; Musical Instrument (Clarinet)-15.
deal a little dope, which connects him to some exceptionally
shady characters. Mr. Camino wouldn’t like it, some of the
local syndicates wouldn’t be happy about it, and rivals of the DOLORES MORAN, SINGER
dealers he buys from are pretty ruthless and would cause a lot Tall, blonde (from a bottle, but an expensive and skillfully
of trouble if they showed up at the Zephyr. applied bottle), and a little icy, Dolores is the singer for the
Key Stats: Brawling-14; Carousing-14; Guns (Shotgun)-14; house band. She’s been keeping company with Johnny
Professional Skill (Bartender)-13. Buttons, but that’s not how she got the job. In fact, there’s
some talk that Dolores is how Johnny got his job, figuring out
who to work with and who should be convinced to retire, and
EMIL, THE BAND LEADER letting Johnny do the rest. There’s also talk of her cutting a few
records and maybe leaving the clubs behind.
Slightly rounded, slightly balding, Emil doesn’t strike any-
Dolores was born Dottie Mertz, but nobody’s used that
one as anything special on first glance, but once he opens his
name with her for years. She was married once, but her hus-
mouth, he’s captivating. He’s certainly a competent musician
band didn’t care for her ambition to sing professionally. His
and band leader, but it’s his quick wit and showmanship,
business was also going downhill. He started to drink a lot,
combined with Sicilian Joe’s clarinet, that makes his band a
and when he did, he’d hit her. After nearly six months of it,
going concern.
she stabbed him as he stumbled toward her in a drunken rage.

PYRAMID MAGAZINE 8 APRIL 2012


She was on her way out the door before he hit the floor. She got European cathedral, but he doesn’t know that.) It’s clearly
a ticket on the next bus out of town and never looked back. worth a lot, enough for its previous holder to die for it, but
Dolores mostly doesn’t care, but sometimes she wakes up at what can he do with it? Petty criminals and small-time fences
night wondering what would happen if someone came after her. are a dime a dozen, but who can be trusted with something
like this? And who might be willing to kill a second time to
Key Stats: Performance-13; Sex Appeal-13; Singing-14;
get it back?
Streetwise-14.
Key Stats: Brawling-12; Housekeeping-14.

THALES JOHNSTONE,
THE JANITOR
MR. CAMINO, THE OWNER
He’s not a bad guy by any stretch of the imagination, but
Thales is probably the oldest member of the staff, but still he’s not a particularly interesting one, either. Mr. Camino
in good shape and as sharp as anyone. He doesn’t talk much (Sam to his friends) leaves the charisma and showmanship to
about his past – indeed, he doesn’t say much about anything. the orchestra and the rest of the staff; he excels as a business-
(Given the social milieu of the times, few of the overwhelm- man. He finds good people for the right positions and lets them
ingly white staff and entirely white customers would think to do what they do best while he handles the money and the peo-
speak with him). He’s believed to be only two or three genera- ple problems. Camino’s ancestors were Spanish, but he does-
tions removed from slavery. n’t correct people who take him for Italian.
Wearing a worn but well-maintained dinner jacket, he The Zephyr Club is, technically, a completely legitimate
works as washroom attendant in the men’s room during open business (if you ignore the blind eye he turns to the patronage
hours, padding his meager pay with tips. He’s also in charge of of racketeers). Keeping it that way isn’t always easy. Johnny
cleaning up after hours. Buttons is friendly, but not necessarily friends. He’d love to buy
A few weeks ago, while taking a short cut home through a a piece of the club. Mr. Camino can hold him off in good times,
cluttered alley, he tripped over a man with an alligator brief- but a downturn in business might force him to consider it. Or
case and a bullet through his heart. On impulse, Thales took maybe Johnny might get to the point where he just wants to
the briefcase, wrapped it in torn brown paper, and ran. Now, sell some insurance, and there might not be any excuse not to
for the first time in decades, he’s completely at a loss for what buy it.
to do. The briefcase contains an ancient-looking painting in
an elaborate gold frame. (It’s a medieval icon stolen from a Key Stats: Administration-15; Streetwise-13.

One day I had a nice office and a secretary on Madison Avenue; the next, I was in and
out of every gin joint from Eighth Street to Houston, in the regular company of what used
to be called bums – that was before they became the homeless.
– Stuart Woods, Imperfect Strangers

IN THE CAMPAIGN
The location and period are intentionally left vague to allow decades, or retain a big-band influence to make the Zephyr
the GM to place the Zephyr wherever it needs to go. As deliberately retro. (Sicilian Joe might switch from clarinet to
described, it can be set more or less without adjustment in any guitar, though by the ’70s, the fact that he’s bi-racial might
American city from the early 1930s into the 1960s. Within those become a curiosity rather than a deep secret.) With a few
bounds, concessions to the era can be minimal. For example, the name and language changes, something like the Zephyr Club
music might be big-band jazz in the 1930s, moving heavily into can be used in cities across the world, or the names can be
swing by the late Depression, then to other forms like Brazilian retained to make it an oasis of American culture frequented
jazz, bebop, and Sinatra-like crooners through the ’50s. During by expatriates overseas.
wartime, there’s a shelf of bottles reserved for military units
whose members come through town; the soldiers drink free
until the bottle’s empty, then buy the next one. ABOUT THE AUTHOR
With only a few more adjustments, the Zephyr Club can fit Matt Riggsby first saw The Maltese Falcon as a pre-teen in a
into a broader range of settings. For example, during 1920s movie palace. After knocking around the Barbary Coast
Prohibition, the doors are heavy and opaque, and Dutch waits and the brownstones of Boston, he hung up his trench coat as
behind a tiny sliding window, only letting in those who know a numbers man in the medical systems racket. He’s currently
the password. In later decades, camera and cigarette girls holed up with a dark-eyed dame, a kid who could be a spelling
fade away, but Candy and Loretta can become bartenders or bee contender, and a pack of dogs who go down these mean
waitresses. The house band can use a different style in later streets and don’t come back when they’re called.

PYRAMID MAGAZINE 9 APRIL 2012


MAP OF THE ZEPHYR CLUB (LARGE VERSION)
For a labeled version of this map, see p. 6.

Here he sits at this wreck of a piano, in this dirty old crummy old
joint that oughtta be inspected by the fire marshal, or anyway by the
Board of Health.
– David Goodis, Shoot the Piano Player

PYRAMID MAGAZINE 10 APRIL 2012


MAP OF THE ZEPHYR CLUB (LARGE VERSION)
For a labeled version of this map, see p. 6.

I’ve heard it said: “There are no optimists or pessimists.


There are only happy idiots or unhappy ones.”
– Julie Kohler, in The Bride Wore Black

PYRAMID MAGAZINE 11 APRIL 2012


THE GAMEABLE
BOUNCER
BY JASON BRICK
From the gorilla in the nightclub’s alley to the tuxedo-wear- tales, they’re just furniture in the local dive. In others, they play
ing doorman, bouncers are a fixture of noir stories. In some allies, adversaries, and informants. Some noir pieces focus on
the exploits or misadventures of doormen and club security.
They’ve appeared in movies so many times, people think they
understand what their world is like.
Candee was up on the stage, shaking Most of those people are wrong. Working security in a bar
her considerable assets, and all I could has elements of confrontation and risk, but a bouncer’s job is
think about is how those yahoos at table more about talking than fighting. He cares more about bring-
ing in customers than throwing them out, and worries about
six would settle down if she’d just put her lawsuits more often than right hooks.
clothes back on. That’s the day I knew For a GM populating a noir world, and for players looking
I had to quit working the clubs. for a gritty new character concept, these staples of the genre
deserve a detailed and accurate treatment suitable for any
GURPS campaign.

THE JOB
Although the word “bouncer” first saw popular use in the happy. Even winning a tussle can lose customers and break
late 19th century, bar security has been around for as long as furniture, both of which can cost the owner a fortune. This
there have been bars. Doormen even appear in ancient leads to bouncing’s first rule, which is arguably the only part of
Mesopotamian mythology. For most of human history, secu- the job portrayed accurately in Road House.
rity in a public house consisted of the owner – or his largest
friend – and a big stick. Over the past 100 years or so, the role
has evolved into its own specialized profession. BE NICE
In the early noir years of the roaring ’20s and Great Depres- The thing about bouncing drunks for a living is that you’re
sion, club security was hired for their ability to enforce a club’s dealing with drunks. The inebriated are irrational by defini-
policy – often by using an actual club. They kept out undesir- tion. They respond poorly to aggression, even when it comes
ables, including drunks, deadbeats, and local law enforcement. from a sober and much larger person. However, it’s easy to
Size trumped skill, and getting tossed out of a bar often meant a sway them with humor, kindness, and understanding. A good
serious beating. These were the bouncers of the detective novel, bouncer knows how to redirect a belligerent customer’s stream
the jazz club, and the Depression-era honkytonk. They’re what of consciousness. He’s polite and professional, even while
most people still think of when they imagine what this job is like. escorting someone out of the building. The best have people
After the war, club security grew more professional. Even thanking them on their way out the door.
smaller venues started using uniforms and writing down poli-
cies for ousting a troublesome customer. Negotiation, de-esca-
lation, and other forms of social engineering became part of TEAM SPIRIT
every bouncer’s repertoire. As the United States grew increas- No bouncer works alone. Even in small bars with just one
ingly more litigious, use of excessive force fell out of vogue. doorman, he will work with the bartender when trouble starts.
Since the late 1990s, the job has become even more struc- Teamwork is vital for safety, with all security staff watching
tured and regulated. Most states require licenses for on-site one another’s back throughout the night. It’s a common tactic
security. In states not requiring a license, insurance policies to surround a potentially troublesome drinker, intimidating
often mean bouncers get one anyway. Security chiefs hire for him into submission through sheer numbers. Modern security
cool heads and people skills more than size or combat training. teams use walkie-talkies or even tactical radios to keep the
Bouncers in all three eras can fight. Some even like fighting, team coordinated and in touch.
but their first priority is to keep customers safe and the house

PYRAMID MAGAZINE 12 APRIL 2012


THE DARK SIDE often outside, it’s the most dangerous job on the security ros-
ter – and the one with the most direct customer interaction.
Bars are not the cleanest places. Even if the owner doesn’t This sometimes means the new guy gets stuck with the duty,
encourage drugs, crime, and violence, patrons will inevitably but good facilities put their best people in this key position.
bring some with them. It’s just part of the club scene. Like it or
not, a bouncer eventually ends up in some kind of criminal sit-
uation. What he does about it is sometimes a matter of per- THE RESTROOM
sonal choice, but it is most often determined by his boss’s Bouncers hate the restroom. It’s cramped. The floors are
attitude on the crime in question. slick, and the walls sprout hard-edged sinks and toilets. It starts
to smell halfway through a shift. It’s where people go to buy and

THE DOOR use drugs, have sex with fellow clubbers, or perform any of a
thousand other kinds of nightclub malfeasance. Quarters are
If a bar has only one person on the security team, that per- close, making it hard to get help from the rest of the team. A
son is usually stationed at the door checking IDs and screening well-run security team runs regular restroom checks, but
incoming customers for drunkenness. He also watches the nobody likes doing it.
street for incoming groups that look like trouble. Because it’s

SECURITY TACTICS
Those with strong combat training get security jobs more happened in the alley and out of sight. Bouncers never engage
easily than other candidates, but soon learn they need to pick in a stand-up fight in the middle of the bar if they can help it.
up a whole new set of skills. The conflicts a bouncer gets into Once a troublemaker is safely outside, security will watch him
are different from the mortal combat of a soldier or the spar- leave the area. If he doesn’t, they don’t pursue him off bar prop-
ring of a martial artist, and thus require a different kind of erty – they call the police.
training and outlook.

GANG VIOLENCE
AWARENESS Bouncers don’t opt for a fair fight if they can help it. They
Security isn’t about responding to situations. It’s about accu- gang up whenever possible, with as many allies as possible, on
rately predicting when a situation might happen, then intercept- a single individual. This keeps everybody safe, even the person
ing it before it evolves into a problem. Bouncers watch body they’re ganging up on. With numbers on their side, the security
language. They get in tune with the vibe of each shift. They learn team is at less risk. With so many people swarming a single
the personalities of regulars and local criminals. When standing person, it’s easier to control and remove him without having to
still, they’re positioned in high-traffic areas and the points with hurt him in the process. Security also keeps an eye on the trou-
the best field of vision. The best consider any shift where they blemaker’s friends. Buddies don’t always step in, but ignoring
break something up to be a failure. Fights almost never happen them leaves a bouncer vulnerable to attacks from behind –
without warning, and it’s a bouncer’s job to catch the signs. especially from the troublemaker’s date.

NEGOTIATION THE COPS


When a bouncer first talks with a customer, it’s well before Bars attract unruly behavior and spawn public drunkenness,
he would have to ask that person to leave the bar. Instead, which means they attract law enforcement. Most bouncers get to
security engages a potentially troublesome group or individual know the local cops. How those cops view them depends on the
when they first start to “get amped.” They’ll use body language, kind of club they’re working. Licensed security in a legitimate
gestures and negotiation to calm a group down before they bar usually gets professional courtesy and benefit of the doubt.
even hint at threatening physical force. One common trick is to A group of thugs working the door at a gang club are as likely
approach a rowdy group and ask them to keep an eye out for to get arrested as the people they kick out – assuming the
potential trouble. It puts an impending liability on the security police aren’t also on the mob’s payroll.
team’s side, and keeps them in line for the rest of the night.
A bouncer is happiest when he’s doing his job so well that he
never has to do his job. AFTERMATH
A chucked-out drunk coming back for revenge is surpris-
ingly rare in club security. It’s been known to happen, but in
THE EIGHTY-SIX most cases, they wander off in search of a drink someplace
Even the best club security team sometimes has to throw else. Ousted regulars routinely come in on another night with
somebody out. When this happens, their priority is to get that an apology for the security crew. An exception here is local
person on the street with a minimum of drama, mess, and vio- gangs, who might return in numbers later that evening, or
lence. Even in the “bad old days” of gorilla doormen, beatings retaliate with vandalism against the bar itself.

PYRAMID MAGAZINE 13 APRIL 2012


CREATING A BOUNCER
Bouncers seem built for adventuring, possessing the attrib- High Pain Threshold, Peripheral Vision, and Rapid Healing.
utes and skill needed to hang at the 75- to 100-point level – Long hours working in the dark can build a level or two of
including a fair distribution of combat skills. Improved ST and Night Vision – the better to see what’s happening in the dark
HT are important to surviving life in club security. Improved corners of the bar. A professional bouncer relies on “gift of
IQ contributes to the noncombat aspects of the life, but a gab” far more than on combat abilities – and invests in positive
stereotypical bouncer will have average or below-average intel- Appearance, Charisma, Empathy, Rapier Wit, and Social
ligence, with points spent to improve Per and social skills. Chameleon. Common Sense, Danger Sense, and Unfazeable
Improved HP and FP are never a poor investment for charac- are found in many club security veterans.
ters in this line of work. If he’s worked in a club or neighborhood for any significant
A “gorilla” bouncer will be heavy on improved physical length of time, a bouncer’s public position develops a network of
attributes, and physical advantages like Fit, Hard to Subdue, ties and status. Allies, Contacts and Contact Groups, Favors,
Patrons, and several Reputations are all natu-
ral perks of the job. Of course, negative Repu-
tations and even the occasional Enemy are
Bouncer Techniques all-too-common risks.
Some disadvantages make perfect
Security professionals learn a variety of techniques that help them sur- matches for the central-casting bouncer:
vive the roughest parts of the job. For some, this comes from formal train- negative Appearance, Bully, Fat, Gigantism,
ing as part of a licensing program or seminar. Others develop these skills and Unfit. Real-life security workers are
through hours of observation and hard-knocks education. often afflicted with Addiction, Alcoholism,
Techniques from GURPS Basic Set that serve bouncers well include Compulsive Behavior, and Lecherousness.
Arm Lock, Choke Hold, and Finger Lock. GURPS Martial Arts describes For the impassive doorman motif, Callous,
several more. Specifically, Disarming, Evade, Handcuffing, Head Lock, Code of Honor, Incurious and Sense of
Leg Grapple, Leg Lock, Scissors Hold, Trip, and Wrist Lock are excellent Duty all fit that mold. Newer team mem-
choices for club security. bers might come to the job with an Over-
Many experienced bouncers have also perfected one or both of the fol- confidence problem.
lowing optional techniques. Other disadvantages are never a good
idea for prospective security workers. Bad
Bum’s Rush Temper, Berserk, and Bloodlust will land a
Hard bouncer out of work or in the hoosegow.
Combat Paralysis and Gullibility keep the
Defaults: Brawling-3, Judo-2, Sumo Wrestling-2, or Wrestling-2.
person from successfully performing the
Prerequisites: Brawling, Judo, Sumo Wrestling, or Wrestling; cannot
basic duties of the job. Most crippling disad-
exceed prerequisite skill.
vantages, like One Leg or Blind, make a per-
If you’ve grappled a foe and you’re both standing, you may attempt to son unsuitable for work in security. One
walk at your full Move, dragging him along! This counts as an attack. To do exception here is a minor disability that
so, win a Quick Contest of Bum’s Rush vs. the highest of his ST, DX, or best ended a career in professional sports, mili-
grappling skill. If you have him in a lock or hold, you get +3, you may default tary, or law enforcement. The skills and
this from your level in that technique (if better), and the subject gets +3 for training of these early retirees often make a
High Pain Threshold or -4 for Low Pain Threshold. club owner overlook somebody with Chronic
If you shove (p. B372) the target on the turn immediately following a Pain, One Eye, or a similar disadvantage.
Bum’s Rush, while you still have him grappled, add the number of yards you Essential bouncer skills include Diplo-
just moved to the damage roll – but only for the purpose of determining macy, Fast-Talk, Search, and some kind of
knockback. You may also combine a Bum’s Rush and shove into a special unarmed combat skill. Other skills found in
Move and Attack; use the rules above, but at an extra -4. experienced security include Area Knowl-
edge, Body Language, Carousing, Criminol-
Group Grappling ogy (for former or aspiring police), Detect
Lies, First Aid, Gambling, Holdout, Guns of
Hard all sorts, Interrogation, Intimidation, Lip
Default: Judo or Wrestling. Reading, various Melee Weapons, Street-
Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill+4. wise, and Tactics (for veterans). Bouncers
If one of your allies has a foe pinned or in an Arm Lock, Choke Hold, are rarely just bouncers, so off-the-wall skills
Finger Lock, or Leg Lock, you may default grappling techniques used on that reflecting other aspirations and interests are
foe from Group Grappling instead of your grappling skill, if better. For never out of place. This is especially true for
example, if you have Wrestling-13 and Group Grappling (Wrestling)-15, your short-timers, those who came to the job after
Arm Lock is normally 13, but against a foe pinned by a friend, it’s 15. an earlier career, or who are working secu-
rity to pay the bills while training for some-
thing else.

PYRAMID MAGAZINE 14 APRIL 2012


BOUNCER TEMPLATES * Multiplied for self-control number; see p. B120.
† Not a realistic advantage! May require Special Exercises if
No matter where you work, the security team always seems available at all; ask your GM.
made up of the same five or six personalities.
Here are three that make for good character
templates. Each comes up a couple dozen
points short of a 100-point player character,
leaving room for those other skills and inter-
Bouncing and Martial Arts
ests security workers inevitably have. A lot of martial artists end up bouncing, and a lot of bouncers end up
taking some kind of martial arts. It’s a natural fit on both sides of the
equation. Yet, not all martial arts are created equal when it comes to sub-
The Jock duing a rowdy drunk. Krav Maga, for example, is a bit too deadly.
76 points Kenjutsu uses a sword most bars won’t allow their employees to carry.
Martial-arts buffs, college athletes round- GURPS Martial Arts lists a variety of martial arts styles particularly
ing out a scholarship, and gym rats all have well-suited for this kind of work. These include Aikido, Aikijutsu, Jeet Kun
muscles and know how to use them. This Do, Jujutsu (Traditional and Brazilian), Pankration, Sumo and various
makes it easy for them to find work in club forms of Wrestling. Soldiers-turned-doormen might spend points on
security. They don’t talk as much as other Military Hand-to-Hand, Bartitsu, or Fairbairn Close Combat Systems.
types who get into the field, instead letting
their physiques handle the communication.
This template can also represent a former pro
making ends meet after a shortened career. The Soldier
Attributes: ST 12 [20]; DX 11 [20]; IQ 9 [-20]; HT 12 [20]. 66 points
Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP Military make good security. They know about confronta-
12 [0]; Will 9 [0]; Per 10 [5]; FP 12 [0]; Basic Speed 5.75 [0]; tion. They know weapons. They know how to follow orders. A
Basic Move 5 [0]. lot of security teams have at least one reservist on the roster.
Advantages: Security License [1]. • 20 points chosen from However, soldiers don’t just come from the armed forces. A
among ST +1 or +2 [10 or 20], FP +1 to +3 [3/FP], Arm ST retired cop is considered a soldier, too. So are the thugs at the
[5/level]†, Fit [5] or Very Fit [15], or Lifting ST [3/level]†. door of a certain kingpin’s “gentlemen’s club.”
Disadvantages: -20 points chosen from among Addiction
(Steroids or other performance-enhancing drug) [-5], Addic- Attributes: ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 11 [10].
tion (Recreational drug) [-15], Bully [-10*], Chronic Pain Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
(Mild; 2 hours; 9 or less) [-5], Code of Honor (Professional or 13 [4]; Will 10 [0]; Per 11 [5]; FP 11 [0]; Basic Speed 5.50
something similar) [-5], Enemy (Rival team; 9 or less) [-5], [0]; Basic Move 5 [0].
Jealousy [-10], Noisy [-2/level], or Overconfidence [-5*]. Advantages: Security License [1]. • 20 points chosen from
Primary Skills: Sports (any) (A) DX+2 [8]-13. • Either Boxing among HT +1 or +2 [10 or 20], Per +1 to +3 [5/level], Combat
or Wrestling, both (A) DX [2]-11. • 4 points spent on sports Reflexes [15], Contact Group (Military unit, police precinct
or unarmed combat techniques. or gang, etc.; Skill-12; 9 or less, Usually Reliable) [10], Dan-
Secondary Skills: Two of Area Knowledge (any) (E) IQ+1 ger Sense [15], Fit [5], High Pain Threshold [10], Military
[2]-10; Axe/Mace (A) DX [2]-11; Carousing (E) HT+1 [2]-13; Rank 1 [5], Unfazeable [15], or Wealth (Comfortable) [10].
Games (any) (E) IQ+1 [2]-10; Intimidation (A) Will [2]-9; or Disadvantages: -20 points chosen from among Alcoholism
Sports (any) (A) DX [2]-12. [-15], Callous [-5], Intolerance (Against enemy gang or
Background Skills: 8 points spent on athletic skills such nationality of conflict where deployed) [-5], Hard of Hearing
as Bicycling, Jumping, Sports (any), Swimming, or Throw- [-10], Hidebound [-5], Incurious [-5*], Nightmares [-5*],
ing. • 4 points spent on academic skills such as Psychology Sense of Duty (Call to service; 9 or less) [-5], or Wealth
or History (reflecting a college jock) or on Professional Skills (Struggling) [-10].
(A) DX or IQ (reflecting an amateur athlete). Primary Skills: Guns (Pistol or Rifle) (E) DX+1 [2]-12 and
Brawling (E) DX+1 [2]-12. • Two of First Aid (E) IQ+1
[2]-11; Search (A) Per [2]-11; Streetwise (A) IQ [2]-10; or
Guns (not taken earlier) (E) DX+1 [2]-12.
Secondary Skills: Two of Area Knowledge (any) (E) IQ+1
All you have to do is follow three [2]-11; Carousing (E) HT+1 [2]-12; Detect Lies (H) Per-1
simple rules. One, never underestimate [2]-10; Savoir-Faire (Criminal, Military, or Police) (E) IQ+1
[2]-11; Search (A) Per [2]-11; or Tactics (H) IQ-1 [2]-9.
your opponent. Expect the unexpected. Background Skills: Two of Criminology (A) IQ [2]-10; Expert
Two, take it outside. Never start anything Skill (any that reflects a service assignment or similar train-
inside the bar unless it’s absolutely ing) (H) IQ-1 [2]-9; Guns (any) (E) DX+1 [2]-12; Knife (E)
DX+1 [2]-12; Professional Skill (any) (A) DX [2]-11 or (A) IQ
necessary. And three, be nice. [2]-10; or Soldier (A) IQ [2]-10.
– Dalton, in Road House * Multiplied for self-control number; see p. B120.
† Represents a military pension or disability check in addi-
tion to regular income.

PYRAMID MAGAZINE 15 APRIL 2012


The Face Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
72 points 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5.00
Not all security is on the job because of their muscles. Some [0]; Basic Move 5 [0].
have a talent for talking down unruly customers, and use their Advantages: Security License [1]. • 25 points chosen from
ability to defuse the drunkest and rowdiest. It’s a gift for some; among Appearance (Attractive or Handsome) [4 or 12],
the result of long experience for many others. Most female Charisma 1 or 2 [5 or 10], Common Sense [10], Empathy
bouncers fall into this template, since they need to make up for [15], Fashion Sense [5], Rapier Wit [5], or Social
their smaller size and lower strength. Chameleon [5].
Disadvantages: -20 points chosen from among Addiction
(Recreational drug) [-15], Alcoholism [-15], Chummy [-5],
Debt (From excessive partying) [-1/level], Gregarious [-10],
Perk: Security License Lecherous [-15*], Post-Combat Shakes [-5*], or Social Dis-
This is a very limited version of the Law Enforcement ease [-5].
Powers advantage. Licensed security guards, including Primary Skills: Fast Talk (A) IQ+2 [8]-14. • Either Diplomacy
bouncers, have no special powers to arrest, detain, or (H) IQ+1 [8]-13 or Sex Appeal (A) HT+2 [8]-12.
harm other people. However, their status allows them to Secondary Skills: Three of Area Knowledge (any) (E) IQ+1
use physical force to protect a location and the people in [2]-13; Body Language (A) Per [2]-12; Carousing (E) HT+1
that location. Excessive force is still punishable, but police [2]-11; Intimidation (A) Will [2]-12; Lip Reading (A) Per
generally give licensed security officers leeway they would- [2]-12; or Savoir-Faire (any) (E) IQ+1 [2]-13.
n’t give an unlicensed civilian. In some places, this perk is Background Skills: Two of Boxing (A) DX [2]-10; Brawling (E)
a prerequisite of obtaining a job as a bouncer. See License DX+1 [2]-11; Dancing (A) DX [2]-10, Detect Lies (H) Per-1
in Power-Ups 2: Perks (p. 18) for some potential game [2]-11; Erotic Art (A) DX [2]-10; Gambling (A) IQ [2]-12; or
effects of this trait. Wrestling (A) DX [2]-10.
* Multiplied for self-control number; see p. B120.

A BOUNCER-CENTRIC SETTING
Of all the gin joints in all the cities in all the worlds in an miles or days away from some kind of war. Add to that the I-
increasingly infinite number of realities, she had to walk into cops’ general attitude toward rogue jumpers, a less-than-cor-
mine . . . dial relationship with Centrum, and the occasional accidental
projection to an inhospitable world, and the bar always has
The Fleur-de-Lis Bar seems like nothing special: just a smoky need for a few good bouncers.
bar in a disused corner of that one block just on the good side of Enter the PCs. Forming the security team at the Fleur-de-
the bad side of town. One long bar, with a few tables along the Lis, they spend their nights maintaining order among the
outside wall. Dartboards and a pool table in the back. If you drinkers, and “interfacing” with local thugs and law enforce-
woke up there after a long drunk, you’d couldn’t tell from the ment. When the bar’s not open, they help Brandl resolve
floor which bar you’d passed out in. It’s just a watering hole, like whatever profitable schemes he can find in their new tempo-
thousands of others. Belly-up to the bar, you could be drinking rary home.
in any city, anywhere. This is a campaign about mercenary antics, profiteering,
Thing is, the Fleur-de-Lis could literally be anywhere. The action, and fun. The party will drink shot for shot with the
original owner, now long dead, was a gifted superscientist Three Musketeers one night, slaughter Nazis the next, and out-
who turned half of the basement into a parachronic projector wit Infinity agents the following week. Drunken brawls follow
and teleportation device capable of moving the bar from city tense, armed negotiations, and lead to deadly firefights or dar-
to city and world to world. In transit, the device somehow ing escapes. More than one Fleur-de-Lis bouncer has died
knows to subtly alter the interior to match what’s normal for holding off a horde of bad guys while Brandl or a predecessor
its next destination. The bar always “lands” in an appropriate got the projector spun up for an emergency escape.
empty storefront. Adventures are as limitless as the worlds the Fleur-de-Lis
Since its creation, the Fleur-de-Lis has passed through a visits. Characters can be just as varied; the bar picks up its
few hands, but it’s always found near sources of action and security crew wherever they find a likely candidate.
profit – like the Millennium Falcon with a juke box. Dan
Brandl, the current owner, trusts the projector to take him
where he can rake in the cash. Conflict breeds drinkers and ABOUT THE AUTHOR
high bar tabs, as well as opportunity for the odd bit of profi- Jason Brick is a freelance writer whose 30-year gaming
teering. He occasionally even ends up doing a good deed. habit has included all four versions of GURPS and countless
It’s not without risk. Troubles start with the general incon- other systems. His work can be found in print and dead tree
veniences of setting up shop in a new town and time stream. magazines worldwide. In his spare time, he enjoys travel,
Local gangs want protection money, cops need their palms martial arts, and time with his family. Read more at his blog,
greased, and the Fleur-de-Lis always seems to land just a few brickcommajason.com.

PYRAMID MAGAZINE 16 APRIL 2012


HUMAN,
FLAWED
BY MICHELE ARMELLINI
What is a noir movie, or adventure, made of? Among other a movie, or make an adventure more enjoyable, if they are
things, eerie streets at night, smoky rooms, Venetian blinds, lively, credible and, above all, suitable for the genre.
shots in the dark. Noir movies don’t look kindly on humanity. The protago-
All of that, however, has to be made alive by people. For a nist is often washed up and jaded. At most he has some per-
story to really look noir, certain characters are required. Pri- sonal standards, but they are unlikely to be approved of by any
vate eyes or police detectives to do the snooping are nearly a district attorney or priest. The leading lady is ambiguous and
must. However, since these are the protagonists, they’ll be the her usual opening move is to lie to the protagonist.
player characters, and the players themselves will want to Likewise, the supporting cast for noir adventures or cam-
come up with their own hard-boiled investigators. The GM, paigns doesn’t line up with square-jawed sidekicks and whole-
meanwhile, will invest time in detailing his own dark lady, some girls next door. These people can be met in a dark alley,
and in customizing a creepy arch-villain. The latter will also a sleazy hotel, a police station, or a private investigator’s office.
need a number of faceless goons, but those are no great effort They are human; they are flawed.
to create.
What tier is not covered? The secondary NPCs, those
that the Academy Awards call “supporting actors” and, one
step behind them, the “character” actors. If these are all Recommend Reading
two-dimensional cookie-cutter plot pushers, the movie – or GURPS Cops and GURPS Mysteries were used in writ-
the RPG adventure – will sound flat. In other instances, they ing this article. All of the firearms mentioned in this article
might earn that Oscar (like Van Heflin in Johnny Eager) in can be found in GURPS High Tech.

THE SASSY SECRETARY


The sassy secretary is an archetype of the genre since The Susan is not without fault. The reason why she puts up with
Maltese Falcon. In the 1941 movie, she was Sam Spade’s per- this job is that she’s not ambitious; it’s her Laziness, which will
sonal assistant, Effie Perine (played by Lee Patrick). often affect her performance. Her Independent Income
Susan Parks is the no-nonsense office girl working for a pri- explains how she can make do with the wages her employer
vate investigator, presumably one of the PCs. She’s outspoken, can afford to pay.
even impertinent, always wisecracking. She can put nearly
everybody in his place just by her trademark stinging retorts. Variants
Even obviously dangerous guys won’t easily shake her
The relation between Susan and her employer might well
detached demeanor. She’s more than willing to give lip to her
involve further advantages for both, such as Ally, or just for the
employer, too, whenever she deems it fit.
secretary, such as Patron. There might be a love story in the
Of course, she’s there to answer the phone, type the reports,
making, too.
and keep the office running, but the employer puts up with her
Mike Hammer’s secretary, Velda, is more hard-boiled than
because she’s much more valuable than this. For starters, she
Parks. Velda is taller, stronger, and sexier. In Vengeance Is
feels a Sense of Duty toward him, even though they aren’t
Mine! she has her own private-eye license, and she keeps a
engaged (at least, not currently). Moreover, sometimes she’ll
semiautomatic pistol in her handbag.
point out the easily missed detail, find the apparently uncon-
nected but revealing trivia in her magazines, relay the critical
piece of information, or serve as a sounding board when the She’ll Say
private eye thinks aloud. “Thank you for your efforts, but we have no flies in the
room presently. You can keep your mouth shut.”

PYRAMID MAGAZINE 17 APRIL 2012


SUSAN PARKS Social Background
TL: 6 [0].
65 points CF: Western [0].
Susan Parks is a nice-looking, petite brunette in her late 20s Languages: English (Native) [0].
who keeps her nails short and her makeup to a minimum. She
speaks loudly and often.
Advantages
ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 10 [0]. Appearance (Attractive) [4]; Common Sense [10]; Contact
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [5]; Per 11 [0]; (City council employee; Administration-15; 9 or less; Some-
FP 10 [0]. what Reliable) [2]; Independent Income 2 [2]; Unfazeable [15].
Basic Speed 5.25 [0]; Basic Move 5 [0]; Dodge 8. Perks: Stinging Retort*. [1]
5’4”; 120 lbs.
Disadvantages
Laziness [-10]; Pacifism (Cannot Kill) [-15]; Sense of Duty
(Employer) [-2].
Look at me, Sam. You worry Quirks: Can’t abstain from wisecracking. [-1]
me. You always think you know
Skills
what you’re doing, but you’re too Accounting (H) IQ-1 [2]-10; Acting (A) IQ-1 [1]-10; Current
slick for your own good. Affairs/TL6 (Popular Culture) (E) IQ [1]-11; Detect Lies (H)
Per-1 [2]-10; Fast-Talk (A) IQ+1 [4]-12; Research/TL6 (A) IQ-1
– Effie Perine, [1]-10; Savoir-Faire (E) IQ [1]-11; Typing (E) DX+1 [2]-12.

in The Maltese Falcon * Stinging Retort: Gets +1 to Fast-Talk rolls if these are
used to get others to stop annoying or harassing her. If suc-
cessful, the harasser will also remain momentarily speechless
and look stupid.

THE CHILDHOOD
FRIEND GONE BAD
John Sutton was the best friend of one of the PCs. He was In the closing scenes, John might redeem himself, possibly
gifted with a bright intelligence, an exceptional memory, and a at a high price.
nice voice. An up-and-coming lawyer, he married the right
woman. Then he wasted everything due to his vice, gambling. Variants
He can no longer work as a lawyer (and those who are active
It would be no less useful to a group of investigators if John
in this field know about that). His beloved daughter remains a
were a physician who lost his license. He could still patch up
Dependent for him, but she lives with his estranged wife.
wounds without asking awkward questions, inform the inves-
John may turn out to be connected with the main plot events.
tigators about a criminal who demanded such a service, or go
He may have been a victim’s or perpetrator’s counsel before
over an autopsy report. The GM should replacing Law, Mer-
being disbarred, so he has some key background information.
chant, Public Speaking, and Writing with Surgery, Diagnosis,
Alternatively, he’s a witness. If he’s someone in a continuing
Physician, and Research.
campaign, he might be of some help to the adventurers. Even if
The relationship between John and his childhood friend
he can’t officially do his chosen profession, he can still show up
might be represented by a Favor owed to John.
to pay bails or provide informal legal advice or negotiation skills.
The most important thing, however, is John’s link with his
childhood friend. Maybe John helped the PC years ago. He could He’ll Say
show up and ask the hero for some form of aid that will put the “Please, my friend – for old time’s sake!”
party in a quandary. Or, conversely, he might offer or be asked
for assistance, and fail to deliver at a critical juncture. Possibly,
the money he owes to bookmakers turns from a Debt into an JOHN SUTTON
Enemy as he misses a deadline and the enforcers come to teach 70 points
him a lesson. So he won’t be where his friend needs him.
John is a slim, fair-haired, middle-aged man with an easy
Alternatively, John might outright betray the party. Maybe
smile and a warm, attractive voice. He wears an old suit and has
the hero considers John a friend, but the reverse is not true. For
a tan line on his wrist, where his expensive watch used to be.
a more melodramatic take, John is forced to let his friend down
because the opposition threatened (or kidnapped!) his child. ST 11 [10]; DX 10 [0]; IQ 13 [60]; HT 10 [0].

PYRAMID MAGAZINE 18 APRIL 2012


Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [-5]; Per 13 All the time) [-3]; Social Stigma (Criminal Record) [-5]; Wealth
[0]; FP 10 [0]. (Struggling) [-10].
Basic Speed 5.00 [0]; Basic Move 5 [0]; Dodge 8. Quirks: Distractible. [-1]
5’9”; 140 lbs.
Skills
Social Background Connoisseur (Visual Arts) (A) IQ-1 [1]-12; Diplomacy (H) IQ
TL: 6 [0]. [1]-13*; Driving/TL6 (Automobile) (A) DX [2]-10; Gambling (A)
CF: Western [0]. IQ [2]-13; Law (Civil Law) (H) IQ [4]-13; Merchant (A) IQ-1
Languages: English (Native) [0]. [1]-12; Psychology (H) IQ-2 [1]-11; Public Speaking (A) IQ+2
[2]-15*; Savoir-Faire (E) IQ [1]-13; Writing (A) IQ-1 [1]-12.
Advantages * Includes +2 from Voice.
Contact (Eddie Cutrera the bookmaker; Streetwise-15; 12
or less; Unreliable) [2]; Eidetic Memory (Photographic) [10];
Pitiable [5]; Voice [10].
Perks: Honest Face. [1] I’m the only “cause”
Disadvantages
I’m interested in.
Compulsive Gambling (6) [-10]; Debt 5 [-5]; Dependent – Rick Blaine, in Casablanca
(Young daughter; Built on 50%; 6 or less; Loved One) [-5]; Rep-
utation -2 (Disbarred lawyer; To those who work in this field;

THE DIRTY COP


Thatcher, an aging police sergeant, is a loose cannon in the pale, and never accept bribes in those cases – a specific
town, cocked and loaded. He certainly is a bad cop, and there- Intolerance, or a Vow).
fore, he can be bought, but not reliably so. In fact, he can often Thatcher would be even more dangerous if he could count
keep his Greed in check, but the same doesn’t apply to his on a senior officer as a Patron, approving of his methods.
other bad traits. Notoriously, he sometimes manhandles and
arrests criminals even when they could pay him hefty bribes. He’ll Say
And woe unto the suspect whom he has in his sights.
“I told you not to mess with the police.”
Policemen and lowlifes alike know about this, and they all steer
clear of Thatcher. The exception is his Ally, a young officer he
calls the Rookie. This man admires Thatcher to the point that The Iron
he’s putty in Thatcher’s hands. The Rookie will cover for him, Thatcher has replaced his standard-issue revolver with a
maybe even take the fall for him. fine-quality S&W .357 Magnum; that alone raises eyebrows at
It’s not as if Thatcher were a skilled policeman or a truly the precinct because of the cost. He keeps a 12G shotgun (an
effective fighter. He’s deadly because he’s ruthless. His idea Ithaca Model 37) in his car trunk. Finally, he packs a small
of his duty is to rough up the suspects. Being Callous gives S&W Safety Hammerless in an ankle holster. This isn’t just his
him +1 to Intimidation if he uses threats or violence – which backup gun: it can only be traced to a burglary, so that he can
he will. drop it to create false evidence.
Thatcher will obviously be on a collision course with the
heroes. Initially, he can be a sort of competitor in the adven-
ture, messing with their suspects and witnesses, spoiling PATRICK THATCHER
surveillance operations, and taking offense at their very 90 points
involvement with “police affairs.” If the investigators
A balding veteran, but stout and hard-faced, Thatcher is
don’t back off, he’ll become an Enemy. No holds will be
always in uniform.
barred. He’ll harass the PCs, and even try to frame them
with false charges. ST 12 [20]; DX 12 [40]; IQ 11 [20]; HT 10 [0].
As bad as Thatcher is, the cops of L.A. Confidential aren’t Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 11 [0]; Per 11
much better. [0]; FP 10 [0].
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8; Parry 9.
Variants 5’11”; 170 lbs.
Thatcher as portrayed here dislikes the whole world, but he
can be customized by means of . . . more intense dislikes. These Social Background
can make him even nastier (for instance, a racial Intolerance) TL: 6 [0].
or slightly less so (he might consider certain crimes as beyond CF: Western [0].
Languages: English (Native) [0].

PYRAMID MAGAZINE 19 APRIL 2012


Advantages Disadvantages
Ally (The Rookie; Built on 50%; 12 or less; Minion, +50%) [6]; Addiction (Tobacco) [-5]; Bad Temper (12) [-10]; Bully (12)
Fearlessness 2 [4]; High Pain Threshold [10]; Legal Enforcement [-10]; Callous [-5]; Duty (Police; 12 or less) [-10]; Greed (15)
Powers 1 [5]; Police Rank 2 [10]. [-7]; Reputation -2 (Violent, bribable, unpredictable; To crimi-
Perks: Dirty Fighting; SOP (Back to the Wall). [2] nals and cops; All the time) [-3].
Quirks: Dislikes all civilians; Somewhat jealous of anybody
better off than him. [-2]

I admire you as a Skills


Area Knowledge (City) (E) IQ [1]-11; Brawling (E) DX
policeman – particularly your [1]-12; Driving/TL6 (Automobile) (A) DX-1 [1]-11; Fast-Draw
(Pistol) (E) DX [1]-12; Forced Entry (E) DX [1]-12; Guns/TL6
adherence to violence as a (Pistol) (E) DX+1 [2]-13; Guns/TL6 (Shotgun) (E) DX [1]-12;
necessary adjunct to the job. Intimidation (A) Will+1 [4]-12; Law (Local Criminal Law) (H)
IQ-2 [1]-9; Search (A) Per-1 [1]-10; Shortsword (A) DX [2]-12;
– Captain Streetwise (A) IQ+1 [4]-12; Wrestling (A) DX [2]-12.

Dudley Smith, Techniques


in L.A. Confidential Arm Lock (Wrestling) (A) [1]-13; Choke Hold (Wrestling)
(H) [2]-10.

THE UNDERESTIMATED DANCER


The lead female role will often be a cunning dark lady, but however, the change when she eventually drops the mask
a secondary character may be a naïve blonde (like Doll in The would be even more shocking.
Asphalt Jungle) or a not-too-bright nightclub performer (like A darker version has Maya as a formerly good dancer; she’s
Gaye in Key Largo – another Oscar-winning secondary charac- 10 years older, and she has taken to the bottle. Albeit desperate
ter). Maya Searing appears to be both: a dancer who is the mis- and jealous of younger women, she remains loyal to Mickey.
tress of a gangster neglecting her, and a dumb blonde. She’s
beautiful, but she’s also vulgar, brash, and always saying some- She’ll Say
thing stupid.
“Ooh, wow, that was damn exciting, wasn’t it? I must tell
That’s a mask, however. Maya (real name: Madeleine
Mickey about it!”
Snodgrass) is smarter than she seems. Born in the wrong fam-
ily in the wrong neighborhood, she quickly understood that the
men she’d meet disliked intelligent women, and feared intelli- The Iron
gent and beautiful women. So, she began playing a part and She never carries, but Mickey has provided her with a tiny
never stopped. It’s her Secret (together with the glasses she Vest Pocket Colt Automatic, just in case. It’s in a drawer in the
never wears in public). She’s a good dancer, too. Her pragma- nightclub office.
tism breaks down when it comes to her Delusion: she dreams
of becoming a singer, even though she’s hopeless.
Her man, “Two-Fisted” Mickey, is unlikely as the arch-vil- MAYA SEARING
lain. He’s not a larger-than-life bad guy, as the genre requires. 140 points
Still, he might be involved in the case the heroes are investigat-
A beautiful woman in her early 30s, Maya has a dancer’s
ing; maybe he provided the true mastermind with the muscle
body, graceful but strong. Excessive makeup, platinum hair
or the premises. Maya could have overheard interesting things.
and revealing outfits go well with the image she chose.
The nightclub, owned in part by Mickey, may also be a key
location. But when the investigators meet Maya, they’ll proba- ST 11 [10]; DX 13 [60]; IQ 11 [20]; HT 11 [10].
bly take her at face value, and she’ll happily deceive them. In Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 11 [0]; Per 12
fact, while Mickey does neglect her, she’s staunchly loyal to [5]; FP 12 [3].
him (and he’ll help her if needed). If the PCs go after her man, Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
she’ll be an unwelcome surprise for them. 5’7”; 145 lbs.

Variants Social Background


Maya’s vulgarity is part of her façade, but it’s not an act. TL: 6 [0].
She couldn’t shrug that off even if she wanted. If she could, CF: Western [0].
Languages: English (Native) [0].

PYRAMID MAGAZINE 20 APRIL 2012


Advantages
Appearance (Beautiful) [12]; Fit [5]; Patron (Two-Fisted Gaye Dawn: But you promised!
Mickey; 9 or less) [10]; Perfect Balance [15].
Johnny Rocco: So what?
Disadvantages Gaye Dawn: You said that . . .
Bad Sight (Nearsighted; Mitigator, Eyeglasses, -60%) [-10];
Delusion (“I’ll become a great nightclub singer”) [-5]; Odious Johnny Rocco: But you were
Personal Habit (Vulgarity) [-5]; Reputation -1 (Mickey’s Dumb rotten.
Blonde; To the underworld and nightclub goers; 10 or less)
[-1]; Secret (Actually much brighter than she appears, and – Key Largo
needs glasses) [-5]; Sense of Duty (Two-Fisted Mickey) [-2].
Quirks: Incompetence (Singing); Nosy. [-2]
Appeal (A) HT+4 [2]-15‡; Singing (E) HT-4 [1]-7§; Streetwise
Skills (A) IQ-1 [1]-10.
Acrobatics (H) DX-1 [1]-12*; Acting (A) IQ+1 [4]-12; Area
Knowledge (Local) (E) IQ [1]-11; Carousing (A) HT [1]-11; * Includes +1 from Perfect Balance.
Current Affairs/TL6 (People) (E) IQ [1]-11; Dancing (A) DX+1 † Bought up from Acting default.
[4]-14; Filch (A) DX-1 [1]-12; Holdout (A) IQ-1 [1]-10; ‡ Includes +4 from Appearance.
Makeup/TL6 (E) IQ [1]-11; Performance (A) IQ [1]-11†; Sex § Includes -4 from Incompetence.

THE STREET CONTACT


This character is ready-made to become the investigators’ The Iron
contact in the underworld. He’s no longer a full-time crook, but
Jerry will refuse any job that requires being armed. How-
he still knows everybody, or at least about everybody.
ever, if it’s his life that’s at stake, he’ll easily find some cheap
Occasionally, he will still be hired for some minor task.
firearm, with a preference for sawed-off shotguns.
Otherwise, he may have a legitimate job, usually janitorial
duties in seedy motels. Unfortunately, he’s often “between
jobs,” because the booze he can’t do without will get him fired,
sooner or later. Occasionally, he’ll panhandle, and insistently
JERRY “TIP” JONES
demand tips (whence his nickname) for trivial services, like 10 points
keeping a door open. Jerry is a thin man in his 40s, with stooping shoulders. His
His true source of income is selling information about the face shows he’s an alcoholic, and his clothes that he’s poor.
underworld. That’s a dangerous Secret – if the wrong people ST 10 [0]; DX 10 [10]; IQ 11 [20]; HT 10 [0].
come to know he’s a rat, he’ll better leave town. Jerry currently Damage 1d-2/1d; BL 20 lbs.; HP 9 [-2]; Will 11 [0]; Per 11 [0];
deals with a police detective who counts as a Patron to him, FP 10 [0].
but he would be happy to increase his customer base! If the Basic Speed 5.00 [0]; Basic Move 5 [0]; Dodge 8.
investigators begin buying information from Jerry, however, 5’8”; 130 lbs.
they should be careful. He’s likely to be Unreliable, or at most
Somewhat Reliable (see p. B44). He won’t be above playing his
buyers one against the other to get a better deal, selling false Social Background
information if he has nothing else, or warning the opposition. TL: 6 [0].
Note that if he’s working in a motel or other similar venue, CF: Western [0].
“Tip” might gather information about people who aren’t Languages: English (Native) [0].
criminals, but have something to hide. He has a knack for
overhearing conversations and assessing the truthfulness of Advantages
what he hears.
Absolute Direction [5]; Acute Hearing 2 [4]; Contact Group
(Local underworld; Skill-12; 12 or less; Somewhat Reliable)
Variants [10]; Patron (His police contact; 9 or less) [10]; Sensitive [5].
While this is a realistic portrayal of the street contact, some Perks: Dabbler*; Friend (To be customized). [2]
fictional investigators are luckier, and get an informant who is
more trustworthy. Disadvantages
Alcoholism [-15]; Secret (Informant) [-20]; Social Stigma
He’ll Say (Criminal Record) [-5]; Status -1 [-5]; Wealth (Poor) [-15].
“C’mon, man; that’s worth a nicer tip!” Quirks: Humble. [-1]

PYRAMID MAGAZINE 21 APRIL 2012


Skills Panhandling (E) IQ [1]-11; Scrounging (E) Per [1]-11; Streetwise
(A) IQ+1 [4]-12; Urban Survival (A) Per [2]-11.
Acting (A) IQ-1 [1]-10; Area Knowledge (Neighborhood) (E)
IQ+1 [2]-12; Carousing (E) HT+1 [2]-11; Detect Lies (H) Per-1 * Dabbler: This perk gives Fast-Talk-8, Filch-7, Shadow-
[1]-10†; Housekeeping (E) IQ [1]-11; Observation (A) Per [2]-11; ing-8, and Stealth-8.
† Includes +1 from Sensitive.

’Course I’m respectable. I’m old. Politicians, ugly buildings,


and whores all get respectable if they last long enough.
– Noah Cross, in Chinatown

THE CYNICAL POLITICIAN


Jaded and slippery as an eel, ready to side with the powers Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [0]; Per 12
that have the most cash, he might be corrupt, but above all, [0]; FP 11 [3].
he’s unwilling to displease the voters. In this incarnation, he’s Basic Speed 5.00 [0]; Basic Move 5 [0]; Dodge 8.
named Roger Harrison, but his job has to be tailored by the 5’11”; 165 lbs.
GM in order to adapt him to the main storyline. He might be a
city alderman doing deals on the side. Or maybe he’s a com- Social Background
missioner whose decisions will affect the plot, or a meddling
TL: 6 [0].
district attorney who will try to hamstring the investigators. In
CF: Western [0].
Fury, he was the governor himself, much more concerned with
Languages: English (Native) [0].
the political consequences of his decisions than with doing the
right thing. As to Harrison, here, maybe becoming governor is
exactly his long-term Obsession. Advantages
He comes from an important local family whose fortunes Administrative Rank 3 [15]; Appearance (Attractive) [4]; Con-
were downsized in 1929, and he himself is no business genius. tact (A police sergeant; Criminology-12; 9 or less; Somewhat
Fortunately, he’s a political animal, fine-tuned for being re- Reliable) [1]; Contact Group (Business lobbyists; Skill-15; 9 or
elected again and again. And that’s what he wants. less; Somewhat Reliable) [10]; Favor (Patron (Party bosses); 9 or
Harrison has his own Achilles’ heel, however – his Secret, less) [2]; Reputation +1 (“Clean” politician; To most citizens; 10
which cannot be made known to the voters. He certainly or less) [1]; Smooth Operator 1 [15]; Status 2 [5]*; Wealth (Com-
makes use of his discreet, cheap car to protect that Secret. This fortable) [10].
is to be customized, too, since it might tie him in with the main Perks: Deep Sleeper; Vehicle.
plot. Alternatively, it’s a sordid sex scandal or the ever-present
bribery case. If the PCs obtain evidence about it, they’ll have a
lot of leverage over Harrison (and a moral quandary about
Disadvantages
blackmailing, naturally). Addiction (Tobacco) [-5]; Obsession (GM-determined long-
term goal) (12) [-10]; Secret (GM-determined situation that
could lead to utter rejection) [-10]; Selfish (12) [-5].
He’ll Say Quirks: Hates Communists; Nervous stomach. [-2]
“What will the people say?”
Skills
The Iron Acting (A) IQ-1 [1]-12†; Administration (A) IQ [2]-12; Area
Guns aren’t his solution, but he still owns his father’s serv- Knowledge (City) (E) IQ [1]-12; Current Affairs/TL6 (Headline
ice M1911 Colt pistol. News) (E) IQ [1]-12; Diplomacy (H) IQ [2]-12†; Fast-Talk (A)
IQ [1]-12†; Finance (H) IQ-2 [1]-10; Gesture (E) IQ [1]-12;
Intimidation (A) Will [1]-12†; Law (Local) (H) IQ-1 [2]-11; Pol-
ROGER HARRISON itics (A) IQ+2 [4]-14†; Propaganda/TL6 (A) IQ-1 [1]-11; Public
110 points Speaking (A) IQ+2 [4]-14†; Savoir-Faire (E) IQ+1 [1]-13†; Sex
He is a well-dressed, attractive, often-smiling man in his Appeal (A) HT+1 [1]-11†‡.
early 40s, with light brown hair and eyes. * Includes +1 from Administrative Rank.
ST 11 [10]; DX 10 [0]; IQ 12 [40]; HT 10 [0]. † Includes +1 from Smooth Operator.
‡ Includes +1 from Appearance.

PYRAMID MAGAZINE 22 APRIL 2012


THE PLUCKY YOUNG REPORTER
Meredith Sanders is young, inexperienced, and the first ST 9 [-10]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
female reporter in town. Until now, she’s worked for the Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 12 [0]; Per 13 [5];
women’s page. But her father was the publisher’s friend, and FP 10 [0].
he backs her up. When the journalist who usually covers crime Basic Speed 5.00 [0]; Basic Move 5 [0]; Dodge 8.
doesn’t show up, she jumps at the chance. She’s going to fol- 5’7”; 130 lbs.
low the news, wherever it’ll take her, and she has her Intuition
to guide her. Social Background
Meredith is still learning the ropes, however. She knows lit-
TL: 6 [0].
tle about the bad neighborhoods, and nobody in the police.
CF: Western [0].
Maybe her Contacts in high society will turn out to be unex-
Languages: English (Native) [0].
pectedly useful, if the plot steers that way. She might help the
investigators, but it will be a two-way street; she needs infor-
mation she can write down by the deadline. She loves taking Advantages
pictures to go with her articles, and she might be present with Contact Group (High Society; Skill-12; 9 or less; Somewhat
her bulky equipment should photo evidence be critical. Reliable) [5]; Intuition [15]; Less Sleep 1 [2]; Patron (Pub-
It’s worth noting that Meredith’s male colleagues are likely lisher; 6 or less) [5].
to be chauvinist about her foray in “their” province, not just Perks: Convincing Nod. [1]
because she’s a woman, but also because she’s not jaded like
them. Meredith earnestly believes in freedom of the press and
in the right of the public to be informed. However, she burns
Disadvantages
with ambition and knows what will sell. Sooner or later, her Code of Honor (Professional) [-5]; Curious (12) [-5]; Obses-
Code of Honor might clash with her Obsession. sion (Become a famous reporter) (12) [-5]; Pacifism (Self-
Her Vow has to do with what is published in the paper; Defense Only) [-15]; Vow (Writing the truth) [-5].
she’s perfectly able to tell a lie. Quirks: Attentive; Loves taking photos. [-2]

Variants Skills
Meredith as a male character is less interesting but proba- Current Affairs/TL6 (City) (E) IQ [1]-12; Driving/TL6
bly more likely. In the late 1930s, a series of films portrayed a (Automobile) (A) DX-1 [1]-9; Fast-Talk (A) IQ [2]-12; Literature
woman reporter on the police beat, Torchy Blane. Those were (H) IQ-2 [1]-10; Photography/TL6 (A) IQ [2]-12; Professional
considerably lighter than true noir movies. Skill (Journalist) (A) IQ [2]-12; Psychology (H) IQ-2 [1]-10;
Given that PCs in a noir adventure are unlikely to be white Research/TL6 (A) IQ-1 [1]-11; Savoir-Faire (E) IQ [1]-12;
knights and that Meredith is no damsel in distress, she can be Writing (A) IQ [2]-12.
a suitable romantic interest.

She’ll Say Bad news sell best. ’Cause


“The public wants to know!”
good news is no news.
MEREDITH SANDERS – Charles Tatum,
40 points
She’s a plain girl in her 20s, with short brown hair. When
in Ace in the Hole
she’s not handling her camera, she’s writing on her notepad.

THE NEUTRAL GANGSTER


This is not a typical character of classic noir movies. The character. He can cross the investigators’ path more than once,
protagonists don’t come to terms with criminals (even though and, as long as their interests are not directly conflicting, he
Eddie Mars repeatedly tries to reach an understanding with might develop some grudging respect for them.
Marlowe in The Big Sleep). However, movies are more akin to Danny Padalino is such a gangster. He began as a muscleman
one-shot adventures, and there’s little time or scope for neu- and driver for his late boss, then he stepped into his shoes. He is
trals. On the contrary, a noir campaign can resemble a TV neither a gunslinger nor a mastermind, but he’s dogged, born
series; in a continuing storyline, there may be space for such a in the family, and able to use the right amount of violence.

PYRAMID MAGAZINE 23 APRIL 2012


Now, he controls a neighborhood protection racket and other Mickey’s gang; Rival; 6 or less) [-5]; Jealousy [-10]; Lecherous-
small criminal activities. Though largely independent, he’s part ness (12) [-15]; Social Stigma (Criminal Record) [-5].
of the local mafia. He doesn’t believe in the traditional mafia Quirks: Loves cooking; Proud; Somewhat stubborn. [-3]
myths about helping one’s own community; he’s just out for
himself, motivated by his Jealousy. The cops have nothing on Skills
him at the moment, so they’re just watching him.
Area Knowledge (City) (E) IQ [1]-11; Body Language (A)
He could come to see the PCs as tough, ruthless, self-made
Per [2]-11; Brawling (E) DX+1 [2]-13; Cooking (A) IQ-1 [1]-10;
men, very much like him. He may find them to his liking for
Driving/TL6 (Automobile) (A) DX+1 [4]-13; Guns/TL6 (Pistol)
this reason (and he can rub it in if the investigators seem to
(E) DX [1]-12; Guns/TL6 (Submachine Gun) (E) DX [1]-12;
disagree). He might become an Unreliable, infrequent Con-
Intimidation (A) Will+1 [4]-12; Knife (E) DX [1]-12; Lockpick-
tact, or at least someone the heroes can deal with. He could
ing/TL6 (A) IQ-1 [1]-10; Merchant (A) IQ [2]-11; Savoir-Faire
just as easily be an Enemy if the heroes disappoint him or
(Mafia) (E) [1]-11; Streetwise (A) IQ+2 [8]-13.
meddle with his business.
Danny’s rival is Maya Searing’s lover, Mickey (see p. 20). If
the latter is involved in the main plot, Danny might help the
investigators just to inconvenience his Enemy.

Variants Philip Marlowe:


Without changing the character, a curious twist would be
having Danny hire the investigators.
Oh, Eddie, you don’t have
anybody watching me, do
He’ll Say
“We’re not that different, me and you.” you? Tailing me in a gray
Plymouth coupe, maybe?
The Iron
Danny always packs a Colt in .38 Super Auto, which he likes Eddie Mars: No, why
for the punch and the magazine size. Years ago, he personally
hid a Tommy gun in a warehouse wall. He can still retrieve
should I?
that if a true war breaks out; but it will have Malf. 15 because
it’s in poor repair.
Philip Marlowe:
Well, I can’t imagine,
DANNY PADALINO unless you’re worried about
90 points
Danny is an attractive black-haired man in his 30s, with
where I am all the time.
broad shoulders and a blade scar on his left hand. Eddie Mars: I don’t like
ST 12 [20]; DX 12 [40]; IQ 11 [20]; HT 10 [0].
Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 11 [0]; Per 11
you that well.
[0]; FP 10 [0].
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8; Parry 8 (Knife).
– The Big Sleep
5’9”; 165 lbs.

Social Background
TL: 6 [0].
CF: Western [0]. ABOUT THE AUTHOR
Languages: English (Native) [0]. Michele Armellini lives in Udine, Italy, with his very under-
standing wife, Silvia. He’s not particularly qualified to write an
Advantages article about the noir genre, having only seen The Maltese
Acute Vision 1 [2]; Allies (Group of 10 gangsters; Built on Falcon three times, like anybody else – what do you mean, you
25%; 12 or less) [12]; Ally (His lieutenant Vince Scuderi; Built didn’t? He makes a living out of foreign languages, but he loves
on 50%; 12 or less) [4]; Appearance (Attractive) [4]; Patron dabbling with and studying the obscure and the uncanny – and
(The Capo; 6 or less) [5]; Reputation +2 (Not to be messed trying to convert them into game mechanics! Apart from
with; To the underworld; All the time) [3]. things he has published in Italian, he has written for Pyramid,
Perks: One-way Fluency (Understands Italian). [1] and he is the author of GURPS WWII: Grim Legions. He is
also the author or co-author (with Hans-Christian Vortisch) of
several other e23 products: GURPS WWII: Their Finest Hour,
Disadvantages GURPS WWII: Doomed White Eagle, and GURPS WWII:
Addiction (Tobacco) [-5]; Duty (Mafia; 9 or less) [-5]; Michael’s Army.
Enemy (Police; Watcher; 6 or less) [-2]; Enemy (Two-Fisted

PYRAMID MAGAZINE 24 APRIL 2012


THE GATHERING
WILL
BY STEVEN MARSH
One problem with many noir-style games is the difficulty in appropriate, the GM might even say that Licht’s will has similar
getting the heroes to cooperate . . . or even interact. Heroes in arrangements with other random groups of people. Knowing
a shadowy world are often loners, with little reason to trust that there are six other de facto “parties” formed by the eccen-
their lives to others. Of course, what works great on page and tric deceased may provide sufficient plot cover, as well as give
screen is trickier around the gaming table, and having a reason the heroes with other groups to keep track of during the year.
for protagonists to gather and interact makes RPGs much eas- The upshot of these terms should be obvious: It’s to the
ier. Here, then, is one possible solution for this challenge. group’s advantage to keep each other alive . . . for at least
two years.
Of course, the PC concepts should all be forged for mayhem
THE DYING OF THE LICHT in the intervening time; “sitting tight for two years waiting for
The wealthy industrialist Wilhelm Licht has minor benefi- the money” should not be an option for at least some of the
cial ties to all (or almost all) the heroes in some fashion. One heroes . . . and if one of the heroes is (say) a private eye who
may have had a distinguished career for Mr. Licht in the past. takes on hazardous cases, then rest of the group should take a
Another may have been a college associate. A third may have keen interest in trying to help keep him alive.
been a friend of his son who helped the lad dispose of a prob-
lem after a youthful indiscretion. These ties do not need to be
blatant or even known; it can be intriguing if Wilhelm indi- COMPLICATIONS
cates that they have some kind of association the PC knows At its core, this premise is a simple – and even slightly bla-
nothing about. The GM can challenge the players to figure out tant – way to assemble a group of PCs. However, this plot
how they tie into Licht, or he can assign such roles. device can be used in a number of ways to enhance a noir cam-
As the campaign begins, the heroes are gathered by the paign. Here are some suggestions for possible additions or
executor of Licht’s estate. He indicates that Licht has died, and complications to this core idea.
left a significant sum of money to each protagonist. At the
reading of the will, the terms are made known: So Long as Nearly
Each of you [number of PCs] individuals have been left the Everyone Survives . . .
sum of $2,000,000 apiece, to be paid to each of you two years
The “everyone must survive” terms of this premise might
hence. However, this is contingent on all of you being alive at
seem like they’re too strict for the gaming group, so the GM
the end of those two years. Should any of you die in the
could certainly tweak it – for example, “if no more than two die
interim, none of you shall receive any of this money, and those
before the end of the second year.” This would also allow for
funds shall instead be given to my son, Ekkehard.
some wiggle room for a betrayal or two. However, it should not
There is no indication why Wilhelm tied these individuals be an exercise for the heroes to treat the impromptu party as a
together, although research may indicate he was a gambler game of Killer.
and dabbler in the affairs of others. If the campaign finds it Or should it . . . ?

Sam Spade: Haven’t you tried to buy my loyalty with money and
nothing else?
Brigid O’Shaughnessy: What else is there I can buy you with?
– The Maltese Falcon

PYRAMID MAGAZINE 25 APRIL 2012


The Lion Among the Sheep This would change the terms of the situation depending on
who’s left. It’s likely to be a long two years . . .
The executor informs each PC individually that there is a
supplemental clause: One person in the group actually has a
different set of terms that he is following. He will inherit the
entire group’s money if (and only if) he is the only one still alive
at the end of two years. Of course, the executor does not reveal I suspect no one, and I suspect
which individual this is.
It is up to the GM to determine if this is in fact true, or if everyone.
it’s another game by the puckish Wilhelm to sow discord – Mark McPherson, in Laura
among the heroes. If it is true, then it can give the heroes a
reason to remain active together even once one of them has
died (and thus seemingly disqualified the entire group from
receiving money); if one of their impromptu group is sus-
pected, then the group might retain close ties just to watch A Villainous Exercise
each other’s back while they try to figure out who the turn- The core premise might work better if there is an element
coat is. stronger than money uniting the heroes. For example, if they
As an evil variation, it’s also possible that all of the PCs have learn that there is someone trying to kill them . . .
been given this alternate inheritance scheme, although each The obvious choice would be Ekkehard – Wilhelm’s son. He
believes he is the only one. Let the games begin . . . seems to stand the most to gain by the death of the heroes.
However, noir tales are often twisty affairs. Maybe the
unnamed executor is listed as a beneficiary should
Ekkehard prove unable to collect his holdings. Maybe there
Where There’s is more to the story of Wilhelm’s death, and the industrial-
ist assembled the group(s) as an unwitting investigatory
a Will . . . plan should he die. Or maybe Mr. Licht isn’t dead at all . . .
If there is a conspiracy to kill the heroes, the existence of
Making sure the PCs are suitably constructed will go a other groups with conditions similar to theirs might provide
long way toward making this premise work. Obviously, the GM with fodder to define the situation: “The group with
waiting out the two years shouldn’t be an option (although the heiress was aboard the ship that exploded in the harbor;
it might be fun if the heroes believe they can). Nor would it we might be next!”
work well if more than one (or maybe two) of the PCs are
being actively hunted; at a certain point, an omnipresent
threat of death is enough to counteract even serious greed. I Meant 200 BILLION Dollars . . .
The GM and players should work together to make sure The $2,000,000 figure is (more or less) random; it’s
that PCs created are somewhat conducive to being in a designed to be enough to give the protagonists a strong
group. Their schemes or lives may not have them work with motivation to work together, but small enough that it’s at
others much, but that should be less a result of deep-rooted least remotely realistic for a filthy-rich industrialist to set
psychoses and more a matter of lack of associative oppor- this up. (Plus, $2,000,000 can go away thanks to plot con-
tunity or motive. trivances if needed . . .) However, the core concept can be
Similarly, any secrets or inner lives of the PCs should structured around smaller levels. At a street-level campaign,
not be immediately obvious to the other participants. It’s a much smaller sum – say, $100,000 – might provide the
unlikely for someone to agree to associate with a known motivation needed. Conversely, a “rich people behaving
gangster, but it’s quite possible for someone to agree to abhorrently” campaign might only perk up with another
keep helping that person even after the secret is out once zero or three added on to the end of the value.
he’s already (unwittingly) helped keep him alive for six
months . . . Money? What Money?
There is also the matter of deciding what happens at the
end of two years (especially if the PCs are successful). It
could be that Wilhelm was completely legit, and the protago-
Evens/Odds nists walk away with giant checks. Or maybe the $2,000,000
As another variant, maybe the terms change depending on promised was in assets, which have gotten much less valuable
who is still alive at the end of the two years. For example, in a (or even nonexistent) over the past 24 months. Perhaps Mr.
six-person group, the following might happen. Licht is something of a fraud, and he never had that kind of
money . . .
6 people alive Everyone gets $2,000,000.
5 people alive Ekkehard gets everything.
4 people alive Everyone gets $2,000,000 ABOUT TH AUTHOR
(including the deceased’s heirs). Steven Marsh is a freelance writer and editor who lives
3 people alive Ekkehard gets everything. outside of Indianapolis, Indiana, with his wife and son. For
2 people alive Ekkehard gets everything. more details about him, see his Random Thought Table on
1 person alive The survivor (alone) gets $2,000,000. pp. 36-37.

PYRAMID MAGAZINE 26 APRIL 2012


THE HOUSE OF
THE SUN
AN EARLY NOIR DEN OF
INIQUITY, INTRIGUE, AND
TERRIBLE DANGER
BY J. EDWARD TREMLETT

San Francisco, 1930. In the sunny, modern city by the bay – well-recovered from
Lieutenant Gompers was waved into the crime scene – a the quake and conflagration of 1906 – many of its inhabitants
small, feverish tenement room in the Mission District. Most of regard Chinatown a squalid corner, filled with strange people
the people he’d passed up the stairs were speaking Italian, and and sinister doings. Whispers hint at drug dens and slave mar-
seemed more spooked than usual to have a corpse in their kets, and suspicion that the hideous tentacles of China are
building. squirming into America’s fair shores.
“What we got, Charlie?” he asked, looking down at the cov- Such concerns may not be entirely unfounded, but a much
ered body on the bloodied floor. worse danger lies a short distance Southwest, in the less-infa-
“Ignacio F. Milito,” the detective on the scene, Myron Sallis, mous Japantown.
said. “Twenty-nine. Street punk with higher aspirations. Had a At an upscale, well-established parlor catering to well-to-
few run-ins with us before, mostly violent assault and helping do folks with Asian tastes, a spy ring has taken root. This
run rackets. Also arrested a few times on suspicion of carrying at dangerous organization, knowing that war will soon engulf
Moss Beach.” the Pacific, seeks to exert its influence upon the city. It is
“Bootlegger, huh? You think one of his rivals got him? Or is working to undermine Chinese influence, as well as black-
this payback from his own?” mail key players within the city’s government and higher
“Payback maybe,” Myron sighed, reaching down to lift up the classes, and keep tabs on the U.S. Armed Forces presence
sheet: “But not from his own people. It’s worse than that.” there. They also smuggle drugs, alcohol, and more exotic
It was. Ignacio didn’t have a face, anymore; it had been substances into America, selling them to their less morally
cleaved cleanly away, back to the ears, by what seemed a single, upright countrymen and to Americans in search of some-
downward stroke of a sharp, heavy blade. thing unusual and expensive.
“Is it . . . is it him?” Gompers said, stepping away and fight- Worse still, they have their own special guardian: a danger-
ing nausea. ous, rarely glimpsed specter of a man who brings a gruesome
“I think so. We did find that on the door.” death to those who interfere with the group, or anger it in
Gompers turned to look at the door he’d just come through. some way. This “Mountain Man,” as he is known, has cast such
On the inside of it, written in blood, were two symbols he’d a fearsome shadow as to make the Black Dragons nearly
become too aware of over the last five years: what looked like an untouchable to the police and authorities. Only the bravest – or
“E” turned 90° to the left, over a box with a cross inside it. most foolhardy – of persons dare poke their noses into their
“Oh, hell,” the lieutenant said, crossing himself. “The business now.
Mountain Man.” For those intrepid souls who are still willing to risk the
“Which means Ignacio must have made someone over by wrath of this unseen guardian, this article provides the known
Fillmore really unhappy,” Sallis said. “What do you say we let this history of the House of the Sun, as well as its true nature, lay-
one alone?” out, and many secrets. Some possibilities for use are given,
The lieutenant. nodded, turning to leave before he was sick. along with ideas on what the Mountain Man actually is, and
Whatever this was, Japantown had clearly taken care of it for how he operates.
them. For both their sakes, that’s as far as it needed to go.

PYRAMID MAGAZINE 27 APRIL 2012


The House of the Sun opened in January of 1897,
and thrived at that location for the next nine years.
San Francisco Vice Supposedly a gentleman’s club, it provided decent,
“Oriental” liquor and food to an upscale clientele, and
From its earliest days as a stopover for people engaged in the
Gold Rush, to before the earthquake of 1906 – and beyond – San offered time to talk in private with pleasant,
Francisco has always had a reputation for being a lawless, deca- “Japanese” ladies. That the talking led to other, less
dent place. Crazy and sickening spectacles once raged across the upstanding things went without saying.
Barbary Coast, before the fire, and all that the various vigilance As with many parlors of the era, there were three
committees and post-disaster cleanups have done is to tamp the floors: a saloon on the ground, serviced by a decent
vice down to manageable, more “genteel” levels. In the 20s and kitchen and festooned with Asian finery; a nest of
30s, when this article is set, it’s understood that if you want some- quiet, well-appointed rooms on the second floor,
thing bad enough, you can find it somewhere in town. where the ladies could “pleasantly converse” with
Prostitution, in particular, is an easily obtained vice in the City men in privacy; and the guest rooms on the third
by the Bay. While various reform movements constantly pressure floor, where the conversation could be continued.
city hall to clean up the problem, generous bribes, threats of The House of The Sun played host to many of the
reprisals, and their own self-interest – often followed by the threat city’s upper crust, as well as visiting celebrities and
of blackmail – keep the police and government officials from other, well-connected individuals. However, they
really tackling it. admitted no Asians of any kind onto the premises,
There are a few tiers of service. Nasty “cribs,” with kidnapped and spurned all contact and ties with the rest of the
girls hooked on drugs, cater to foreigners and lower classes. Japanese community. It is said that some of
Ordinary brothels – many connected with speakeasies – remain a Japantown’s leaders of commerce sought a meeting
step up from that level of degradation. Parlors like the House of with Ishimaru San, to discuss certain “improprieties,”
the Sun are much more genteel affairs, where upscale dining but left, terrified, before too long. What he told them
downstairs can lead to drinks and dancing upstairs, and then remains a mystery.
business on the floor above that. There are also “French restau-
rants” – unique to San Francisco – where truly excellent cuisine is
available on the first floor, and private “dining rooms” above that RECONSTRUCTING
conceal the establishments’ true purpose.
THE DAY
The House of the Sun was among the casualties
when the 1906 Earthquake flattened and burned the
RAISING THE SUN Market St. Japantown. So was Ishimaru Katsuo, to hear it
told; word was that he’d died trying to save the lives of his
The parlor known as the House of the Sun existed before ladies, trapped upstairs by the fire. But when Japantown rose
the 1906 Earthquake, back when Japantown was a divided again, by the corner of Geary and Fillmore this time, the
thing, existing both just outside the larger Chinatown and House of the Sun – now under new management – was
south of Market St. A fragrant flower surrounded by heaps of among the earlier relocations.
manure, the parlor maintained a high standard of clientele and The new manager, Kamamoto Shigeo, had been Ishimaru
services, compared to the other, less salubrious places nearby. San’s “face man,” greeting especially upstanding customers
It was well understood that if you had money, and wanted when the owner had been busy or absent. He was just as
“decent girls” in Japantown, you went to the House of the Sun. charming as the previous proprietor, but not nearly as fluent
Its owner, Ishimaru Katsuo, was a wealthy, well-con- in English. He was also a little less even-tempered – known to
nected fellow who had come to America some time ago, per- jump into physical situations and punish ill-mannered patrons
haps in the late 1880s. Not even his fellow countrymen were himself, rather than leaving it to the guards.
certain how he’d come to be there – it was like he’d just The House’s new home was a three-story Italianate town-
appeared out of thin air. He was charming, well-spoken, house on the corner of Fillmore and Sutter, mostly untouched
impeccably dressed, and extremely fluent in English. He was by the devastation. It was purchased in late 1906, rebuilt from
also constantly surrounded by a small group of muscular, the ground up, and opened in mid-1907 to much acclaim, and
less charming fellows who kept him from being sullied by many cheers, from its previous clientele. No cheers, however,
impertinent questions. came from the rest of Japantown, as the new management
After years of making friends and influencing people in rar- maintained the outright chilly relationship with them.
ified circles, he put his plan into action in late 1896. He pur- The party continued on through the end of the Great War,
chased a large but cozy building in South Market, on 6th St., but when Prohibition descended in 1919, the alcohol went
and set about having it remade to his specifications. Before away, at least for a time. The House of the Sun would eventu-
long, a great number of Japanese men no one had seen before ally make it available for its clientele above the first floor, and
were either working on the construction, or keeping the curi- became a little more careful who it admitted upstairs. But,
ous at a distance. All his plans and permits seemed in order, thanks to the singularly lax and graft-prone nature of the city,
and he was happy to “explain everything” to any official gaijin they were always tipped off well in advance of a raid, and never
who came to inquire. Meanwhile, onlookers local to suffered any legal repercussions for their unlawful businesses.
Japantown were politely but forcefully exhorted to mind their Illegal repercussions came in early 1925, when the local,
place and business, Those who failed to obey were either Italian bootleggers realized that the House of the Sun wasn’t car-
stonewalled by Ishimaru San or beaten by his guards, depend- rying their alcohol, apparently getting it from somewhere else.
ing on their place in the community.

PYRAMID MAGAZINE 28 APRIL 2012


Some of their representatives came by to try to intimidate the talkative, too. The guards seemed tougher, and a little more
staff into telling them their secret. They were met with cold blank-faced, but no one was coming to see them, were they?
stares, an insistence that they couldn’t speak English, and a The community leaders of Japantown, along with the
polite but forceful invitation to leave. House’s more well-placed clients, expected the party to come
The next time the gang showed up, they did so in force, and to a crashing, fiery halt at any moment as soon as the bootleg-
busted up the first floor badly. Kamamoto San and his guards gers learned what had happened. However, that day did not
jumped into the melee, but they were quickly outnumbered come. What did happen began a wave of terror that would
and savagely worked over with lead pipes and baseball bats. plague the San Franciscan authorities for some time to come.
The mob soldiers then departed, making it known that only the The bootleggers who carried out the attack on the House
kindness of their hearts was stopping them from setting the of the Sun began to turn up dead, one after the other. They
whole building on fire. were gruesomely dispatched – their faces cleaved clean off,
The damage was extensive, and so was the loss of face. The back to the ears. The murders always took place at night, and
people they’d served for years were too scared to come by any- always when the victims were alone. They were committed in
more, and the upper-crust clients they’d feted weren’t eager to a variety of locations: private rooms at restaurants, speakeasy
put the police on the bootleggers. After all, messing with them bathrooms, alleyways, apartments. Plenty of people were
meant messing with other drinking establishments they’d fre- almost always nearby, but they never heard the victims
quented, to say nothing of their own, personal supplies. Plus, the scream, and never saw the actual assailant.
smugglers weren’t without their own sway downtown, as several Two other details the police always kept from the papers:
of the rich and powerful owed them for one thing or another. the faces were never recovered, and the murderer always left a
The message was clear: Kamamoto San would have to deal calling card on a nearby surface, written in the blood of his vic-
with this matter himself. tim. His signature was two symbols that, upon conferring with
Orientalists, they learned meant Yamada – “mountain rice
field.” This was not so useful, however, as Yamada was a very
common last name in Japan.
The investigating officers went to the House of the Sun to
You know there really aren’t confront Kamamoto San and ask if he had any contact with the
two sides of the tracks to San killer, given how his attackers were all dead now. All the parlor
owner would say was that the problem was now the police’s, and
Francisco. There’s only the lucky they would have to deal with it themselves. Something about
how he smiled when he said that, before limping away, led them
and the unlucky, those that to suspect there was a distinct connection.
happened to grab the right But that connection was never proven. In spite of several in-
depth searches of the House of the Sun, and numerous inter-
moment and those that rogations of Kamamoto San and his staff, no further evidence
didn’t, and don’t you let this ever turned up to link the murderer to them. Once they started
digging into what the House was actually engaged in, certain
Nob Hill crowd deceive you either. persons high up in city hall told them to lay off the parlor and
After all, we all started out with look for this “Mountain Man” somewhere else.
That was a few years ago. The House of the Sun continues
the same wooden washtubs. to prosper, its clientele remains well-heeled and untouchable,
and the Mountain Man still plies his bloody trade. These days,
– Victoria Ware, in he seems to take more victims from Chinatown than the mob,
Gentleman Jim but every so often, someone with no connections to Asia or the
Mob gets quietly and efficiently defaced by the killer.
Subsequent investigations often reveal that they were poking
around Japantown, trying to find something out, either for
someone else or themselves. Their confederates often say they
BURNING THE NIGHT knew that they had been marked by the killer, but chose to
continue investigating rather than leave it alone, with sicken-
House of the Sun shut its doors “for redecorating.” After a
ing but predictable results.
couple weeks, their mob attackers thought the problem had
Invariably, the House of the Sun is in the middle of things,
been dealt with. However, the closure was only temporary, and
leading to another fruitless round of interrogations and
the House of the Sun opened again four months later. A still-
searches before city hall tells the police to back off, again. It’s
charming, but much more subdued – and not quite as hand-
gotten to the point that when Yamada San strikes, the author-
some – Kamamoto Shigeo greeted guests inside the sanctum,
ities would rather claim it was anything but his handiwork –
and ushered them into a first floor that looked exactly like the
often falsifying autopsy reports to make it look like suicide, or
previous ones had. He also proudly resumed the sale of myste-
a shotgun to the face, instead.
rious, Asian alcohol on the second floor.
Young and the zealous cops might get the feeling that
Indeed, the only things that had changed were his guards
there’s a lot more going on under the surface of these deaths.
and the upstairs girls. A complete turnover in staff had
But they’re often quickly told to just leave it be if they want to
occurred, though only a few of the guests complained about it.
keep their jobs, or their parts.
The ladies were all much lovelier than before, and much more
No one wants the headache – it’s just Japantown.

PYRAMID MAGAZINE 29 APRIL 2012


SECRET BLACK FIRE who were had been expertly trained by the Society in the sub-
tle arts of interview and interrogation. Such women would be
There is a lot more going on under the surface, and none of paired up with clients who might know more about goings-
it is good. on in Chinatown than others, thus adding to the Japanese
The House of the Sun is, and has always been, an outpost Empire’s knowledge base.
for right-wing Japanese organizations engaged in intelligence For a time, the plan worked excellently. The Chinese sus-
activities. Initially it was put into place to watch and counter- pected nothing, the well-connected had no idea they were
act the Chinese presence in San Francisco, as well as gain being pumped for information, and the local Japanese popula-
leverage over local politicians and power brokers. Lately, its tion was too cowed to interfere. Ishimaru San fooled the lead-
mission has expanded to also watch the comings and goings of ers of Japantown into believing he was there on imperial
U.S. Armed Forces, as well as act as a clearing house to smug- business, and could have them and their families arrested for
gle things and people into the United States. treason if they kept bothering him. He suspected that, in time,
Ishimaru Katsuo, who founded The House of the Sun, was they might discover his ruse, but fate would soon make that a
a member of the Gen’yōsha, the Black Ocean Society. Initially moot point.
an organization of embittered ex-Samurai dissatisfied with the The earthquake destroyed the House of the Sun, and rescu-
modernization of Japan, it eventually turned into a nationalist ing his ladies from the fire disfigured Ishimaru Katsuo so badly
group that desired to see the country conquer the rest of Asia. that he could no longer fully perform his duties. Moreover, the
In its quixotic quest for domination, it allied nobles with crim- Black Ocean Society was too busy with other projects to prop-
inals, created spy schools, and employed terrorism and assas- erly oversee the reconstruction of the parlor and its ongoing mis-
sination to see its desires carried out. sion. That fell to a new group, an offshoot of the Black Ocean
One of the Black Ocean Society’s chief enemies was the called Kokuryūkai: the Black Dragon Society.
Chinese Secret Societies – the Triads. Knowing that they, and Initially less criminally minded than its forebears, the Black
the Tongs that descended from them, could be found any- Dragons had no problem taking over the illegal operation.
where that the Chinese laid down roots, they decided to infil- They sent over more money and men. This time, the new
trate San Francisco’s Chinatown, using the nearby Japantown guards were imperial soldiers, specially trained in unarmed
– just to the west of that enclave – as a headquarters. Ishimaru combat, stealth, and forward observation. Part of their job
Katsuo, being the best English speaker, became their public would be to keep an eye on the American military’s comings
face, and used the group’s money and his gift of persuasion to and goings in the Bay, with special interest in their navy.
ease the way of his leader and fellow spies. The Black Dragons forbade Ishimaru San from taking his
Once well established as an unassuming import business, own life, as he had not failed in his duties, as far as they were
they discovered that the post-Silver Rush vigilance committees concerned. They instead ordered him to remain as the secret
and upstanding Chinese businessmen had failed to completely head of the mission, with Kamamoto Shigeo acting as the
eradicate the Tongs’ influence. Unfortunately, after a few years owner. When the new building was reconstructed, several
of observation, they got too close, and the Tongs caught on. secret chambers were installed, including a warren of rooms
One night in 1895, the Chinese wreaked a quiet and bloody for the secret leader to conduct the mission within.
revenge upon the Japanese spies. Only Ishimaru San – sick A further addition was made to the mission: smuggling. The
with influenza, and recuperating in a rich friend’s house – sur- parlor was given a secret basement, with connections to tun-
vived the attack. nels leading east, to the docks by Rincon Hill. Small, specially
With the death of his group, he became the leader, and modified ships would meet larger vessels out in the ocean.
quickly hit upon a better plan to observe the enemy. “Small Then, they would return to the docks, there to lower the con-
people” – foreigners with no legal standing – could not spy on traband down to those waiting by the mouth of the tunnel.
them without being dealt with, but well-connected Americans This would be how the House of the Sun stayed wet during
could not be touched without reprisals. All the group had to do Prohibition without using the bootleggers. It would also be
was find out what these fortunate persons knew, and there how numerous questionable objects, substances, treasures,
were many, time-honored ways to get powerful men to talk. and people traveled to and from Japan during this time.
This idea led to the creation of the House of the Sun, in After the bootleggers took their revenge on the “owner” of
the other part of Japantown – further away from Chinatown. the House for refusing their services, the Black Dragons sent
Ishimaru San’s superiors sent more money and much more over a new group of soldiers. They also sent a particular,
physically competent spies, as well as workers and, later, much-feared person to handle external security, as well as step
women. Most of the women were not Japanese, but those up the campaign against San Francisco’s Tongs.

People like the exposure of wickedness . . . in high places. It gives them


a sense of ultimate righteousness of the world . . . the squirming of those
who are caught allows people to indulge in a certain legitimate sadism
which otherwise they would feel obliged to suppress.
– John Kenneth Galbraith

PYRAMID MAGAZINE 30 APRIL 2012


Yamada San remains a shadowy figure at the House of the cluttered elegance. A low, wooden platform in the center of the
Sun, witnessed only fleetingly, usually out of the corner of one’s room plays host to a lovely woman dressed as a geisha, playing
eye, and speaking to no one but Ishimaru San – and only in pri- a variety of musical instruments. A long bar with high chairs
vate. But while he may report to the man, Yamada San has the runs the length of the first floor, but the bartender cannot sell
Black Dragons’ leave to act as he sees fit to maintain the parlor’s anything stronger than tea. Ordinary folks, ladies, and first-
secrecy and security. This means he can kill anyone he wants to, timers without a reference stay on this floor. They are greeted
in any way he wants to, so long as he is not caught, and the in turn by Kamamoto San, who makes pleasant, if occasionally
blame does not point back to the House of the Sun. halting conversation with people to see if they’re on the level.
Sadly, he has been less than successful in that last bit. The small, extremely busy kitchen lies behind the bar, and the
Ishimaru San is unable to ameliorate Yamada’s zeal for chefs come out to present their exquisite dishes in person.
slaughter, and complaints to his superiors are either
being ignored or not making it to Japan. As a result,
Ishimaru has had to begin using blackmail to keep cer-
tain, high-placed persons from allowing a full, poten- Below the Horizon
tially damaging investigation of the man’s activities. The basement is reached through a secret panel in the
He’d really hoped to avoid having to threaten his clients kitchen, with a sliding, heavy stove hiding its entrance. The
this early in the game, but it seems unavoidable. hole in the wall leads to a rough, unlit stone staircase, which
The plan is to continue attracting clients who have goes down at a steep angle. A guard is always at its bottom,
access to local government and law enforcement, and with orders to kill anyone he cannot identify.
use them to keep tabs on, harass, and crack down on An entrancing, occasionally grotesque sight awaits those
Chinatown. They’re also looking into attracting people who make it down this far. The basement is filled with cases of
in the media, in the hopes that they’ll continue to whip Asian alcohol – mostly bottled crud, but with some nice acqui-
up public disfavor toward the Chinese, making it more sitions – and numerous, unmarked boxes. These boxes are
difficult for the Triads and Tongs to conduct their busi- MacGuffin heaven, and could contain anything: weapons,
ness in San Francisco. The less blood Yamada San has stolen property, object d’art, intelligence, money, exotic drugs,
to shed, the better. strange animals, or live or dead bodies.
Meanwhile, the Black Dragons keep sending over A tunnel entrance faces east, guarded by a stout, locked
agents, money, and other materials needed for the iron grate. It heads for the docks at Rincon Hill, changing
cause. All of this needs to be put into place as soon as direction and texture every so often, and occasionally having
possible, in preparation for a potential conflict with offshoots into other areas, in and around Market. This allows
America. The long-term plan is to gather as much intel- the House’s spies to travel unseen to certain areas, and may
ligence about military movements around San Fran- account for some of how Yamada San plies his bloody trade.
cisco as possible, and to create as many networks of
sympathizers and fellow travelers as they can. That
way, when the shooting starts, a well-informed, genuine
fifth column will be ready to move. Directly across from the greeting room door is a staircase
wrapped in silk tapestries that curves out of sight to the right.
A guard stands before it at all times, only allowing persons to
INSIDE THE SUN pass through if they’re escorted by Kamamoto San himself.
The parlor is set up to resemble most ill-informed Western- Two more guards stand at the top of the stairs, ready to rush
ers’ notions of what an Asian place would look like, rather than down and deal with anyone who’s succeeded in dashing past
an actual Japanese establishment. This has been done both to him. Another pair of Ithicas are hidden near them, should
give the clients what they expect, and have many large objects they need the weapons.
and tapestries to hide secret panels and weapons behind. The floor beyond the guards is a well-appointed warren of
The exterior retains its Italianate lines, albeit with Japanese small, cozy booths wrapped in silk, where two people might
accents and overhangs. A sign in kanji over the door identifies it meet for tea – or something stronger – and discuss possibili-
as the House of the Sun, but there’s nothing in English, except ties. A second bar sits in the middle of the floor, where
for the street number. The door is reinforced with iron on the another bartender dispenses the Asian liquor and beer the
inside, and has a sliding panel to allow those inside to see who’s place is infamous for. Clients can sit there to wait for their
knocking at the door before they let them in. dates, if they care to, or else retire to a booth if they’d rather
Inside the front door is a greeting room, where two large not be seen for too long.
fellows scrutinize every would-be guest who hasn’t been there The women dress like geishas to impress their clientele, but
before. If there’s some question, they may call Kamamoto San are obviously not members of that rarified caste of entertainer.
in for clarification, but most of the time, they make the deci- Only about half of the women are actually Japanese. The rest are
sion themselves. Those who pass have their coats taken into a Korean or Chinese – captured in conquered territories, sold, and
coatroom (where four Ithica Auto & Burglar shotguns are hid- sent to America – and have no idea what is actually going on.
den in a large, ornamental vase). They are then escorted The Japanese women are all specially trained spies, well-
through another strong, iron-reinforced door into the rest of skilled in coaxing information from even the least talkative
the first floor. Those who fail to meet the standards are politely clients, as well as hand-to-hand combat, should things get out
but firmly escorted out the side exit, and urged to not return. of control. Kamamoto San takes care to place his prized clients
Large, decorated vases, silk screens, and Western-style with these ladies, knowing the women will remember every-
tables and chairs decorate the first floor, creating a sense of thing that is said and report it back to him.

PYRAMID MAGAZINE 31 APRIL 2012


The Mountain Man
Who, or what, is Yamada San? Depending on what kind He’s only active at night, lending credence to his being
of campaign is being run, the mysterious assassin could be supernatural. Or maybe he’s sensitive to the light, which is
almost anything. why he wears the glasses?
Is he one of the former samurai the Black Ocean soci- Yamada San doesn’t know everything that happens in
ety recruited, using his martial skills to strike fear into the Japantown, but he’s quite aware when non-Japanese
enemies of Japan? Is he a ninja, working for the highest strangers come in to ask questions or make trouble. When
bidder? Or is he a particularly vicious gangster, using his he finds such a person, he usually tries to warn them off
murderous skills – and magical tattoos – to get revenge on first. They’ll feel like they’re being observed, while alone, but
the Chinese for something? no one will be there. He’ll write his name on the wall while
Is he more than human? Is he a stealthy vampire, per- their backs are turned, or enter their rooms while they’re
haps, or a cunning shapeshifter? Is he a ghost who pos- asleep and re-arrange things. Their friends and loved ones
sesses bystanders and makes them kill, or a revenant that may complain of feeling watched, and say that they thought
forms a temporary body, and takes his gruesome trophies they saw an Asian man lurking near their homes.
back to the spirit world? Could he be a demon of some Sooner or later, if the warnings don’t work, Yamada
kind, bound to serve? San comes to call. He prefers to attack a victim when
Is he a pulp supervillain? Can he turn invisible, or tele- they’re alone, and can usually sense if he’s being led into a
port in and out of the crime scene, taking his trophies trap. He strikes almost as soon as the victim sees him,
with him? Or does he possess the power to cloud the wielding a long, wickedly sharp sword with expert preci-
minds of men, so that no one can remember his coming sion. Then he writes his name on the wall, and vanishes,
and going? taking his trophy with him.
Whatever he is, Yamada San is one scary individual. No Yamada San seems immune to knives and bullets. If
one ever sees him enter a room – he just appears in a dark actually wounded, he does his best to fight to an exit, and
corner, silent and still. No one sees him leave either – they then vanishes. If apparently killed, he vanishes as soon as
blink, and he’s gone. Once he’s disappeared, no one can no one’s looking, and comes back, fully healed, not long
quite describe him, except to say that he looked Japanese, after. Anyone who succeeded in hurting him earns a rare
dressed well, wore what looked like medicinal sunglasses, measure of respect from the man – such persons will still
and spoke quietly. be killed, but only by a fatal impalement through the heart,
leaving the body intact for burial.

The entrance to the third floor is hidden within the maze of strange is going on, the heroes investigate, their investigations
booths, and guarded by a man hiding to the side of it. It’s a take them to Japantown, and then the House, and then, if
small, spiral staircase leading up to a number of well-deco- they’re not careful, Mountain Man starts to follow them. What
rated, small rooms where the women sleep, and business can happens then depends on how well the investigators can
be conducted. The walls are thick and soundproofed, but also escape his deadly attentions, and either bring the House down,
play host to a number of discreet passages and observation or find some other way to solve the problem without attracting
posts, allowing certain rooms to be listened in to, and certain its notice any further.
things to be photographed. The following are “MacGuffins” that a GM could build a plot-
Further back is a small nest of hidden rooms, from which line around. How deadly they become depends on how directly
the badly crippled Ishimaru San directs the House of the Sun – and visibly – the PCs attack the problem, and if they’re dumb
– balancing the needs of Imperial Japan with what his guards, enough to make threats toward the staff of the House.
spies, and women can provide. Kamamoto San has a room
there, too, though nowhere as nice as his superior’s. Matters of Murder
Yamada San may or may not have quarters, back there.
The protagonists are investigating a spate of gruesome
Some guards whisper of a room full of faces and other, even
deaths, all apparently done by the “Mountain Man.” The
more gruesome trophies, but no one ever sees it unless they
deceased could be bootleggers, nosy reporters, cops who
get sent up to have a final conversation with Ishimaru San.
couldn’t leave well enough alone, or Chinese of one profession
Clearly, no one wants that.
or another. They may have had their faces removed, or be
missing their skulls above the lips, the entire right side of their
USING THE HOUSE torso from neck to hip, or some other, hideous removal, seem-
ingly done with a single stroke from a very sharp blade.
The era of primary interest runs from 1925, when Yamada
Whether the heroes are police, private detectives, or
San begins his killings, until early 1942, when the Japanese
merely interested dilettantes, they will get little assistance –
Internment shuts the House of the Sun down for good. The
and a lot of stonewalling – from any police they interview, or
GM could always set a story prior to the 1906 fire, but it would
officials they question. Autopsy reports will have been faked
be without the looming, noir menace of Yamada San.
to make the death seem like anything but Yamada San’s
In most stories, the House of the Sun would act as the punch-
handiwork, and witnesses may be pressured to change their
line to a sick joke, with Yamada San as the rimshot. Something
stories. Bribes might overcome a certain amount of silence.

PYRAMID MAGAZINE 32 APRIL 2012


However, no one will be willing to testify or go on the urgency of their mission convinces Ishimaru San that the long-
record – they’re clearly terrified. anticipated attack on America is imminent.
Examining the recent movements of the American After Pearl Harbor, the House of the Sun weathers the same
deceased places them in or around Japantown, recently – most angry attacks as other Japantown establishments, but suffers
notably the House of the Sun. The Chinese invariably turn out less than most. All the same, their clientele leaves in droves,
to have been involved with criminal elements in Chinatown, and everyone they were blackmailing starts to chafe against
especially the Tongs, and may have been seen coming into their chains. Yamada San has to kill a number of well-to-do
Japantown to cause trouble. folks in order to ensure their silence, bringing more scrutiny to
the House than Ishimaru San prefers. Still, it can’t be helped.
The Hidden Observers Once the writing is on the wall for the Japanese Internment,
most of the Japanese ladies leave for home. Kamamoto Shigeo
An interesting and troubling phenomenon has been noted:
and the soldiers stay behind, planning to go on the run and do
Pairs of Asian males dressed in Western clothing have been seen
what they can for their nation’s war efforts. Some of them will
observing military goings-on from a distance at the Presidio,
be captured by the FBI in days to come, some will be interred,
and watching the ships at the docks. If followed, or chased, they
and some will simply vanish.
leg it toward the Market Street area, and then vanish.
Two days before the Internment Order, the House of the
These are, of course, the spies of The House, observing
Sun inexplicably catches fire and burns to the ground. It has
military movements. They use the offshoots of the basement
all the hallmarks of another attack by angry Americans, but the
tunnel to sneak back to their headquarters, and have many
investigation eventually reveals that it was arson, set from
such holes to leap down if spotted. If caught, they fight to the
within. A few bodies are discovered, including numerous par-
death. If captured, they kill themselves the first chance they
tial skulls, but they are so badly burned that identification is all
get rather than reveal what they know. Amazingly, none of
but impossible.
them write anything down, apparently able to memorize a
Eventually the city closes the books on the case – just
great deal of information.
another headache they don’t need from Japantown.

The Strange Dream


An unusual new drug is making the rounds among San
Francisco’s jaded upper crust. It physically resembles opium in The FBI today was rounding up
all respects, and can be used in the same ways, but where
smoking opium brings a few hours’ of dreaming stupor, this known and suspected members of
drug’s effects lasts for days. It puts its users into a coma, dur- the toughest alien Japanese group
ing which time their minds are buffeted by surreal, often por-
tentous dreams. Thankfully, unlike opium, it’s not physically in San Francisco. The raids were
addictive, though long-term users come to crave the rush of said to have been based on
dreams it brings. Curiously, those addicted to opium have
their cravings sated by use of this substance. documentary evidence seized in
The drug is known as “the Living Death,” and is used in the previous raids on Japanese secret
smuggling of humans. Everyone who’s been smuggled into
America through the House of the Sun – including its less- societies, that the local group was a
than-willing, non-Japanese ladies – were brought over through “front” for the ruthless and dread
use of the drug. The staff keeps a good supply of it on hand for
when they have to smuggle someone out, too.
Black Dragon Society, most
Under orders of the Black Dragon Society, the House is sell- nationalistic and terrorist of all
ing the drug to selected clients that are either opium users, or Japanese secret bodies.
in search of something “different.” The staff is making a point
to sell it off the premises, so as to create a level of perceived dis- – San Francisco News,
tance from the House. Such meetings may be observed by a
third party, and are almost always photographed by unseen
March 31, 1942
hands. The thought is to get one more thing to blackmail their
clients with, or at least create another level of dependency.

THE SETTING SUN ABOUT THE AUTHOR


By day an unassuming bookstore clerk, J. Edward Tremlett
Unless something is done to preserve the House of the takes his ancient keyboard from its hiding place and unfurls his
Sun, it will most likely collapse in around itself in the wake words upon the world. His bizarre lifestyle has taken him to
of Pearl Harbor. such exotic locales as South Korea and Dubai, UAE. He is a fre-
In the weeks leading up to the war, the Black Dragon soci- quent contributor to Pyramid, has been the editor of The Wraith
ety begins importing even more agents from Japan. These men Project, and has seen print in The End Is Nigh and Worlds of
and women have been trained to directly agitate against the Cthulhu. He’s also part of the Echoes of Terror anthology.
American government, and encourage young Japanese and Currently, he writes for Op-Ed News, and lives in Lansing,
other, racially based organizations to do the same. They don’t Michigan, with his wife and three cats.
know how close the attack on Pearl Harbor actually is, but the

PYRAMID MAGAZINE 33 APRIL 2012


THE FEMME
FATALE
BY CAL GODOT
There was something about her eyes that made my heart stop is fulfilled. The hero becomes the fly as the spider weavers her
when she looked at me. Each black iris was surrounded by a web of temptation and death.
sparkling pool of hazel that glittered with flecks of gold. There The social skills of the femme fatale, including appearance
was an intensity behind those eyes, a combination of fierce intel- and charismatic charm, are of primary importance and are usu-
ligence and on-the-edge madness that made her irresistible. I was ally her chief attributes. She is often beautiful, but she does not
drawn to her like a moth to the flame, and she was drawn to me have to be: A less-than-attractive women in certain circum-
like a spider to its prey. It was only a matter of time before one of stances might strike a pitiable figure to lure would-be heroes to
us turned on the other. But what a time that would be. misfortune. More than one of the desperate women in the rural
noir of Jim Thompson is described by the author as plain or
The femme fatale (French for “deadly woman”) is one of
even ugly, simple small-town women who long for release from
the most common archetypes of hardboiled crime fiction. An
the drudgery of their lives and are willing to kill for the chance
irresistibly attractive but dangerously duplicitous woman
of freedom, or even just monetary relief from the boredom.
who leads the hero into peril, the femme fatale can also be
(Thompson’s novels for the most part defy the heroic conven-
found in some representation among almost every genre of
tions of some hardboiled fiction, his protagonists more often
literature and cinema. She is as old as Delilah, a female
psychopaths and sociopaths themselves, and the femmes in
archetype whose characteristics resonate in the femme
Thomspon’s world often find the hommes more fatale.)
fatale, and as contemporary as Mata Hari, an historical
woman who used sexual wiles to achieve her nefarious ends.
She is an alluring seductress whose selfishness and greed
drive her to betray someone close to her, usually a husband
or lover. Her unbridled sexuality is often merely the outward
expression of a heart without moral tether, a woman Vivian Sternwood:
depraved and desperate enough to destroy the life of another,
even someone loyal and devoted to her. Often, she is greedy,
You go too far, Marlowe.
as Phyllis Dietrichsonis in Double Indemnity, when she plots
to murder her husband for the insurance payoff.
Philip Marlowe: Those are
Psychologically, the femme fatale is most certainly an harsh words to throw at a
example of the sociopathic or narcissistic personality. She is
seldom passive or the pawn of any man, though she may some- man, especially when he’s
times initially be the victim of an abusive husband (such as
Cora Papadakis in The Postman Always Rings Twice). However,
walking out of your bedroom.
even this situation is turned to her benefit, used to lure and
tempt her prey with the chance of heroic action and the prom-
– The Big Sleep
ise of intimate relations.
Sexuality is the primary attribute of the femme fatale; for
her, sex is not only a tool but a weapon. In the standard male-
dominated world of noir fiction and film, where females are
little more than second-class citizens, sex is often the only
advantage possessed by a woman. The femme fatale almost
ADVANTAGES
In GURPS, a classical femme fatale should be built with
always has a powerful sensuality and is most often “hotter than
at least Charisma 2 and probably Appearance (Attractive).
Georgia asphalt” (as Sailor described Lula in Barry Gifford’s
Sometimes those are accentuated with Fashion Sense. Most
excellent neo-noir Wild at Heart). Usually, the femme fatale
have at least a level or two of Smooth Operator. While it may
does not aggressively pursue her victims, but instead remains
seem out of character, a single level of Gizmo wouldn’t be
aloof and intriguing, sometimes even coy to his advances.
inappropriate, as the classic femme fatale always seems to
While she is always sexually desirable, she is not always sexu-
pull out a derringer or .38 when backed into a corner (some-
ally available. She may withhold consummation until her will
times even after being frisked).

PYRAMID MAGAZINE 34 APRIL 2012


DISADVANTAGES utilize her wiles against the opponents of the adventurers. A
complete understanding of reaction rolls is necessary to handle
The femme fatale is commonly Callous, Selfish, and over- these interactions. GURPS Social Engineering is a near-essen-
come by Greed; all of these most appropriately require a self- tial guide to fulfilling and realistic social interactions in roleplay-
control roll of 9 or less. She is often a Bully with Bad Temper, ing (particularly Chapter 3).
though she can control her anger better than most with the Even more essential to the proper femme-fatale PC is the
attribute (self-control roll of 15 or less). She sometimes has sociopathic cunning she displays as she tempts and lures her
Impulsiveness and is prone to any number of Compulsive victims. It will be up to the player to drive the psyche of the
Behaviors, with Compulsive Lying the most common. Alco- femme fatale, deciding just how far she is willing to go to sat-
holism or some other Addiction are often part of the burden isfy her ambitions. Most may find that roleplaying a self-
carried by the femme fatale. Although they are disadvantages, destructive psychopath is not conducive to team play.
these traits sometimes ease her way into the world of men. Using the femme fatale as an NPC is a much more straight-
forward and common proposition. In this case, the role is plot-
ted and constrained by the GM, who decides not only the
SKILLS motivations but also the behavioral limits of the character. Her
Her skills focus on social activities. It is the rare femme fatale goal should initially align with that of the adventurers, though
who is educated or cultured, though Dr. Elsa Schneider of Indi- her obsessive self-interest and destructive capabilities ought to
ana Jones and the Last Crusade is a famous exception to this rule. at least be hinted at. That she will betray the party to meet her
In addition to Sex Appeal and perhaps some acquaintance with ends should only be suspected, then later demonstrated. The
Erotic Art, Acting is paramount for the femme fatale. She must numerous stories featuring femme fatale characters provide
be able to convince her victims of her sincerity, all the while more than adequate examples.
weaving her web of deceit. Fast-Talk and Diplomacy help her Most important for the GM of a noir adventure is somehow
out of a bind as well as when she’s being otherwise persuasive. distracting the players (and their investigators) from recogniz-
Body Language and Detect Lies give her an edge in her manip- ing that the woman they just met at the all-night diner is por-
ulations. Guns (Pistol) (not to mention Holdout and Filch) traying the role of the femme fatale. A simple way of doing this
might be helpful if she decides to use Gizmo to have the afore- is to introduce more than one female character, giving them all
mentioned concealed pistol, but the Knife skill along with Fast- the typical femme-fatale characteristics, thus distracting any-
Draw (Knife) would also be appropriate to the archetype. More one on the lookout for the femme fatale. To further introduce
than one hero engaged in the throes of a passionate kiss has felt tension, the woman in question could be close to the adventur-
the cold bite of steel slip between his ribs. ers – a former lover, a trusted secretary, a faithful sidekick –
someone who does not arouse immediate suspicion. (For two
templates that could be adjusted to become femme fatales, see
OTHER POSSIBILITIES The Sassy Secretary, pp. 17-18, and The Underestimated Dancer,
A psionic femme fatale would focus on Telepathy, using pp. 20-21.) To prolong the discovery of her misdeeds, the GM
Emotion Sense or even Telereceive to feel out her intended vic- might include hints so that some other female NPC is wrong-
tims -- and Aspect, Emotion Control, or Suggestion to get her fully accused.
way. One with access to magic would likely concentrate on Mind
Control, though Body Control and Illusion and Creation spells
have their place as well! ABOUT THE AUTHOR
Cal Godot is a writer, visual artist, and obsessive cineaste
whose tastes run from Godard to Point Break. He toils as a
GAMING THE FEMME FATALE scribe in the shadows of indie Hollywood, pushing TV pilots
Given the usual cooperative teamwork of roleplaying, the and churning out dialogue rewrites for things he’s embar-
femme-fatale player character will be a challenge to both player rassed to mention. He does not drive, drinks too much coffee,
and GM. Since it’s unlikely such a protagonist would lure her and plays GURPS almost every weekend. Some of his writing
own party to destruction, the femme-fatale PC would most likely and other work can be seen at calgodot.com.

It was going to be hard to be firm with her after a start like


this, and something told me I should be. I didn’t know why;
I still don’t. But I knew it right from the beginning. Here was
a little lady who got what she wanted . . .
– Jim Thompson, The Killer Inside Me

PYRAMID MAGAZINE 35 APRIL 2012


RANDOM
THOUGHT TABLE
A MILLION WAYS TO FAIL
IN THE NAKED CITY
BY STEVEN MARSH, PYRAMID EDITOR

I read an article the other day (“5 Scientific Reasons Your • Blackmail the monster into leaving you alone.
Idea of Happiness Is Wrong” from cracked.com, the website • Have local laws changed to deal with the monster
that gains further sapience via the consumption of time) that through jurisprudential means.
made an interesting point about the nature of decisions. • Trick the monster’s lover into murderous jealousy
Scientists had noted that – after a certain point – additional toward its mate.
options do not make us happier. This applies to big things • Ignore the monster, realizing it’s merely symptomatic of
(such as career paths and educational choices) and smaller a larger corrupt system.
ones (such as 134 varieties of ketchup in the grocery store . . .
While some such actions might at least be possible in a dun-
an example that will probably have our American readers nod-
geon-fantasy campaign, they doesn’t make sense for the world
ding in agreement and our international readers arching their
or the style of play. This isn’t a judgment about such campaigns;
eyebrows in disbelief).
as noted earlier, having unlimited possibilities doesn’t lead to
Rather, having too many possibilities available leads to
increased happiness (for heroes or their players). However, the
increased anxiety. Some of this is obviously caused by the
fact remains that in many campaigns, certain possibilities are
need to assimilate and form an opinion about all those
off-limits just because of the nature of the setting.
choices. Another reason, offered by the article, stems from
In contrast, most noir campaigns are set in a modern or
the fact that having additional choices means – regardless of
near-modern era, with realistic characters that can be expected
what you picked – there are lots of other options you didn’t
to respond realistically to situations. Thus, many more possi-
pick. This can lead to a “grass is greener” feeling, where the
bilities are available to protagonists in a noir setting . . . which
unhappy chooser comes to believe the reason he isn’t happy
is part of the “trouble.”
is because he didn’t select one of those other options; “I had
lots of options, I chose one, and I’m not happy; therefore, I
must’ve made the wrong choice.” Of course, from a logical
perspective, this doesn’t preclude the possibility that no good
FREEDOM? IT’S OVERRATED
options existed in that situation . . . or the notion that bad Let’s say you’re a hero in a WWII setting, which is attempt-
choices are everywhere. ing to replicate silver-age films about that conflict. In such a
In my mind, this tension between possibilities, the freedom setting, the protagonists have many more options for what they
to act on them, and the resultant unhappiness is often one of are able to do than in a low-magic dungeon-fantasy campaign.
the primary appeal of noir. Technology realistically expands character abilities, and the
existence of realistic (human) adversaries opens up social-
interaction alternatives. However, the PC’s freedom of action
IMAGINE THE POSSIBILITIES! much more limited. The restrictions of being in a wartime
environment places limits on the realistic utilization of many
Let’s say you’re a hero in a dungeon-fantasy campaign.
options (“Blackmail Hitler?! Are you out of your mind, Pri-
Here, your fundamental possibilities are limited by the tone of
vate?!”), as does the limits on acceptable behavior imposed by
the campaign world. Sure, you can go left or right down the
those higher up the chain of command (“Blackmail the pope?!
newly revealed corridor, and you can decide how you want to
Are you out of your mind, Corporal?!”).
attack the monster that’s in this new room, but your possibili-
Similarly, in a superheroic campaign that adheres even
ties at that point limited by the scope of the world. You prob-
slightly to the conventions of the genre, the heroes are going to
ably can’t:
have limitations placed on them by their own codes of honor.

PYRAMID MAGAZINE 36 APRIL 2012


Such codes are rarer in a noir game, and – when they limit pos- One thing the GM might be tempted to do is provide clues
sibilities – are much less restrictive. about how those non-pursued possibilities panned out. (“This
Thus in a noir game, a typical hero can choose any course is Plot Point Radio. While police chase ruthless criminals
of action that he thinks might work in a given situation. Of through Cityberg Tunnel, the commissioner shared that the
course, since the shadows tend to work against noir protago- nearby bridge remains surprisingly unguarded . . .”) However,
nists, that doesn’t mean the freedom to act is going to provide this technique should be used sparingly, if at all; the usefulness
any better outcome . . . of sowing discontentment stems from the unknowable nature
of our own branching timelines and paths not taken. Plus,
players know on some level that the universe is often an arbi-
DESTINATION: trary experience designed by the GM; having their noses

DISCONTENTMENT rubbed into the fact that they made a bad decision (or, more
correctly, a decision the GM decided was bad) may be poor
Protagonists in a noir campaign have access to more form for the game. Of course, if the investigators try to track
options in dealing with problems, based on the era and the down information about how those other options might have
nature of their obstacles. And since they tend to be more turned out, feel free to come up with disappointments . . .
morally flexible than many (including – quite probably – its although, even then, it might be good to vary between “disap-
players), they also have the freedom to employ those possible pointment because that other idea would have worked” and
solutions. All of this adds up to our thesis statement (buried “disappointment because it wouldn’t.”
somewhere near the beginning of this column): Noir protago- Focusing on the freedom and possibilities open to a noir
nists tend to be pretty darn unhappy. world can lead to morally complex choices, disillusionment,
This doesn’t need to be the case – things work out okay and nostalgia . . . all perfect ingredients for building your own
for Sam Spade at the end of The Maltese Falcon – but if shadow play.
things go awry in a noir tale, the wistful undercur-
rent of “things could have been different if only
. . .” is common.
A Code of Honor
NOIR YOU’RE TALKING! in the Shadows
From a player’s perspective, noir protagonists Many heroes in noir have their own codes of honor – similar in
often live in the past as much as the present. some ways to their superheroic counterparts. However, these codes
Reminiscing how things have gone awry for the are usually much less restrictive than their four-color compatriots
hero in the past can give him a stock of “if onlys” (or even many action-movie codes). Noir is all about shadows,
that can extend beyond those adventures at the shades of gray, and border-case situations. While a superhero’s code
gaming table. tends to be absolute (“I will do my utmost to keep human life alive,
As one idea, perhaps some (or all!) disadvan- even my worst enemy’s”), it’s not uncommon for a noir hero to
tages of the investigator have some kind of story or struggle with his code of honor, looking for “cheats” that allow him
juncture point, which might be simply part of his to steer through complicated situations. (“I swore to my father that
background: “Jake acquired his Code of Honor I would never kill anyone, but that doesn’t mean I need to save you
after he betrayed his last boss and things went to from the car you totaled trying to run me over.”)
hell. He acquired his quirk about keeping track of In GURPS terms, a Code of Honor in most noir settings tends to
the location of all cars in his periphery after the veer toward -5 to -10 points (at most), and might only be worth a
Stufman job blew up because Hess moved the car. quirk or two if less restrictive. Conversely, in more superheroic, cin-
He has a limp because he got stabbed by Alisonne ematic, or “black and white” campaigns, these codes are often worth
after trusting her sob story.” (Of course, perhaps the full -15 points; see Code of Honor (Comics Code) from GURPS
advantages or skills also have wistful “what went Supers (p. 31) as an example.
wrong” stories tied to them as well!) Of course, noir Genre conventions don’t preclude someone in a noir world from
heroes should feel free to dwell on any decisions having more restrictive disadvantages (although such a hero might
from in-game that didn’t work out! have a hard time living long enough to see his convictions tested
From the perspective of a GM who wants to more than once). It can make a truly memorable experience to play
play this up, it’s great to make sure players under- a hero who tries to cling to an ironclad vow while the rest of the
stand the choices and freedom they have open to world around him tries to drag him down.
them. If the players aren’t coming up with ideas,
it’s reasonable for them to roll to see if their heroes
come up with any possibilities. The fact that an
action is feasible doesn’t mean it’s not a terrible idea (“let’s
blackmail the chief of police” will probably prove problem- A BOUT THE DITOR E
atic). However, letting the players cull out the bad ideas is part Steven Marsh is a freelance writer and editor. He has con-
of the fun . . . which should only leave a few seemingly good tributed to roleplaying game releases from Green Ronin, West
ideas. Of course, the heroes can only pick one idea – and if End Games, White Wolf, Hogshead Publishing, and others. He
things go wrong, the seeds have been sown for them to wist- has been editing Pyramid for over 10 years; during that time,
fully wonder what might have been. he has won four Origins awards. He lives in Indiana with his
wife, Nikola Vrtis, and their son.

PYRAMID MAGAZINE 37 APRIL 2012


ODDS AND ENDS
• Everybody dies. The real possibility of heroes’ death is
WHAT DO YOU DO WITH part of what gives noir its edge . . . but it can be tricky to
A SOBER BOUNCER? adjudicate in an unscripted story. One idea in keeping with
the genre is to keep a PC alive if the current plot falls apart
by Jason Brick without him once he takes enough damage to “die.” (He’ll
You’ve made friends with some bouncers (pp. 12-16). What be really banged up, though . . . see above). However, as
do you do with them? soon as the current story wraps up and/or that character is
no longer needed, he will perish. This assures such heroes
• One of the protagonists finds a body in the bar’s rest-
a dramatic death and keeps the wheels from falling off the
room – a body carrying a kilogram of uncut cocaine. Know-
plot because a random car crash killed the central protagonist
ing neither the cops nor the local dealers will have a sense of
in the first act.
humor about this, they have to dispose of the evidence as
quickly as possible.
• A beautiful new regular with an exotic accent
leaves with a new man every night. When she starts tak-
ing home locals, the security team notices those cus-
tomers never come back.
• A wealthy, important, and dangerously inebriated
celebrity pushes his way past the doorman. The boss
says he must not be kicked out, and is absolutely not to
be harmed by the staff or patrons.
• The bar where the party works changes hands,
and the new owner starts to run drugs and stolen goods BY GREG HYLAND
out of the back room. The PCs can either work against
him, or get involved in the high risk and potential profit.

EVERYONE WANTS
SOMETHING
Tips for getting the noir feel in your campaign could
fill a book of its own, but here are a couple of ideas to
get you started.
• Everybody talks. It’s quite common in noir for the
heroes and adversaries to have an opportunity to talk to
each other in a controlled environment where neither
expects the other to retaliate. Clubs and bars are a com-
mon environment for these détentes, as are other highly
public locales. (Meeting the criminal mastermind at a
crowded baseball game can make for a tense moment
. . .) GURPS Social Engineering can be invaluable for
handling such interactions from a systematic perspective.
• Everybody hurts. While death and injury are com-
mon in noir, the protagonists of such tales often receive
more punishment than their single-bullet associates.
Deciding how this works for heroes can help build the
world. Maybe most noir heroes are expected to have High
Pain Threshold or similar advantages. Maybe they enjoy
some level of plot immunity. Maybe adventures are just
structured such that their enemies will never think to kill
them as an immediate solution. Regardless of how you
set it up, getting the heroes in a situation where they can
prove their mettle by taking punishment is definitely
keeping in genre.

PYRAMID MAGAZINE 38 APRIL 2012


ABOUT GURPS
Steve Jackson Games is committed to full support of more. To discuss GURPS with SJ Games staff and fellow
GURPS players. Our address is SJ Games, P.O. Box 18957, gamers, come to our forums at forums.sjgames.com. The
Austin, TX 78760. Please include a self-addressed, stamped Pyramid web page is pyramid.sjgames.com.
envelope (SASE) any time you write us! We can also be Bibliographies. Many of our books have extensive bibli-
reached by e-mail: [email protected]. Resources include: ographies, and we’re putting them online – with links to let
you buy the resources that interest you! Go to each book’s
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grow – see what’s new at gurps.sjgames.com, or visit
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GURPS releases are available on our website – see above.
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