Where I read: Noir (Swedish RPG)

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Overview, or Överblick as the Swedish term I translated is the "situation awareness" in combat. The modifier is for the skill roll when trying to raise it. It is then the resources where each combat action has a cost depending on where on the exceptional failure to exceptional success scale the roll ended up on (an exceptional success might even raise it a bit).

The current level for the Overblick resource pool also acts as the initiative for the round.
I guess we'll see about this when we get to the relevant chapter, then:thumbsup:.
 
The next section of the chapter is belongings. It begins with a short bolded text that translates into “Human identifies with its possessions. While the upper classes revel in luxury and abundance the simple worker finds satisfaction in the simplest of things, like a new pot or maybe a new chair for the kitchen.”

It then brings up that generally, Noir isn’t meant for the players to have to track every little belonging. If it is smaller stuff that can be considered cheap from the character’s Standard of Living, and it fits the character concept, they just have it. It however also brings up that some GMs have a higher demand on details, and might require tracking a character’s belonging down to how many matches is carried. It is pointed out that it would make things harder to handle, but on the other hand can create drama when needing an item they don’t have.

Personally I like the writers attitude, as it’s pretty much “here are the opposite ends of how it can be handled; pick what suits you and your group.”

This bart of the book also brings up that the currency is called Zovrin, which is also the name of the Noble Family (Ätt in Swedish). Coins exist in the denominations of 1,2,5, and 10. Bills exist in 20, 50, 100, 500, and 1000. Checks and banknotes are also used, and for very big transactions gold bars can be used.

Buying things are almost always done face to face in a smaller stores. Unless it is something very specialized, there are plenty of those stores around. Large department stores only exists in the capitol, and they are still rare. Mail order is also rare, and expensive.

It is also mentioned that all prices are negotiable, so I guess haggling over the price is common in the Empire.

Items can also be listed with an ungainly or bulky tag. 15m of rope or a crowbar are two examples of ungainly items, while a typewriter or a bicycle are examples of bulky items. There is also a “can not be carried” tag for things like cars.

The availability of items is coded in the equipment lists with none to three §.

No § means it is commonly available where stuff is being sold.

§ means it is specialized, rationed, or rare. It usually requires a specialized store, and it can require having a Citizen Passport and no criminal record.

§§ is restricted stuff, and requires some form of license or permit to buy.

§§§ is for things that is highly restricted or illegal for individuals to possess. Getting permits for these kind of stuff requires to be well connected and having all the right papers in impeccable order.

Of course, no matter how illegal something is, it can always be found on the black market; for a price.

The value of an item as also affected by it’s quality. A good quality item can give a bonus, while one in very poor quality can give a penalty. However, that exquisite tailor-made suit made of the best fibers, by the best weaving mill might impress people in the boardroom and give a bonus on impression. It might on the other hand not be as impressive to a starving dock worker that just been laid off.

Different items also has a different level of reliability. When rolling an exceptional failure (both dices show the same number, and the roll didn’t succeed), and the numbers are equal or lower than the breakdown threshold, it will be inoperable until repaired.

However, guns that fails just click, and can be made operational again by making a reload action. However, if that reload action also ends up as as a break down, then the gun has had a real breakdown and it will have to be repaired.

To repair an item requires the right tools, time, and competence. However, the text mentions that the GM can decide related skills can be used with a penalty (using the driver skill to repair a car, or using the shooting skill to repair a gun). Someone failing while using a related skill are not allowed to try again, even if there is time. The problem was beyond the persons knowledge of the item.

An exceptional failure during a repair will even damage the item further, and was it another breakdown then the item will be completely beyond repair.

The book have one full two page spread with lists of non-weapon items. A notebook costs 4z, a pencil costs 1z, a bicycle 400z, a camera 500z, hire a lawyer is 250z per hour, a bodyguard is 100z per hour, and buying a Zeppelin is 12 million z (and has the §§ tag).

While the previous section brought up how much clothes and accessories cost, the next brings up the styles, the fashions. It is six pages of texts and images describing the garments and styles, including some short mentions about the different provinces of the empire.

Noir - fashion example.PNG
 
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