Pyramid - 3-42 Noir
Pyramid - 3-42 Noir
Pyramid - 3-42 Noir
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, 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.
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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.
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.
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
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
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.
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.
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].
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.
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
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
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.
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.
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.
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.
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.
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