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Julius Kuutti
GRIM NOIR
A GUMSHOE detective roleplaying game
GRIM NOIR RPG
Designed and written by Julius Kuutti.
Illustrated by Julius Kuutti and Oskari Wäänänen.
Some artwork Copyright ©2013, ©2015, ©2017 Steve Miller. Used Under License.
Some artwork Copyright ©2014 NULEOW Games. Used Under License.
Some artwork by Bradley K McDevitt. Used Under License.
Some artwork © 2015 Scott Harshbarger, used with permission. All rights reserved.
Some artwork © 2013 Elizabeth Porter, used with permission. All rights reserved.
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
Special thanks: Natasha Erkkilä-Kuutti, Anette Määttä, Antti Lax, Lauri Niskanen, Oskari
Wäänänen, Tuomas Mikkonen, Uoti Huotari.
Proofreading: Lauri Niskanen, Espen Schjøttelvig, Jacquelynn Nguyen.
Playtesters: Anette Määttä, Antti Lax, Bao-Tam Huynh, Carlos Viciana, Ella Karjalainen, Esko
Vesala, Heikki Marjomaa, Johanna Rekko, Joni Halonen, Juhokalle Pekkala, Jukka Hiltunen,
Kalle Luotonen, Kyösti Tuominen, Lauri Niskanen, Lorena Echkart, Neea Myyryläinen,
Niko Kaikkonen, Niko Leinonen, Oskari Wäänänen, Pasi Niskanen, Paula Kassenaar, San
Sjöström, Tuomas Mikkonen, Tuomas Vainiopää, Tuukka Tenhunen, Uoti Huotari, Ylva Ny-
man.
SETTING 14
CHARACTER CREATION 20
RULES 70
STORIES 152
8
INTRODUCTION
To play this game you only need this book, paper, pens, a
couple of regular six-sided dice and imagination.
The story is what emerges from playing the game. The plot
of the game, the actions of the characters and the outcomes
of those actions. Together the game master and the players
bring the story alive with their interactions while playing.
It’s intended that in Grim Noir the story always comes first. A
good game of Grim Noir has drama, plot twists and a hefty
dose of despair. Everyone playing the game should keep in
mind that the goal of the game is to work together to create
the best possible story. This game is not about winning the
game and competing with other players or the GM.
9
The GM is the main ar-
chitect of the story as
he creates the setting
and the plot as well as
controls the flow of
events. He has the re-
sponsibility to run an
interesting game and
to find a way to involve
all player characters so
that they feel a part of
the story. The GM
should, however, give
space to the players to
craft their own drama
when there is room for
it.
10
INTRODUCTION
In a fictional procedural,
whether it’s a mystery
novel or an episode of a
cop show, the emphasis
isn’t on finding the clues in
the first place. When it re-
ally matters, you may get a
paragraph telling you how
difficult the search was, or a
montage of a CSI team
11
searching an apartment. But the action really starts after the
clues are gathered. Investigative scenarios are not about find-
ing clues, they’re about interpreting the clues you do find.
That’s when the fun part begins, when the players try to put
the components of the puzzle together.
12
INTRODUCTION
SETTING
BASED ON CINEMA - FILM NOIR
This game draws heavily from film noir, a film genre from
the 1940s. Film noir is a mirror that reflects the dark side of
contemporary urban reality, focusing on corruption, crime,
violence, hopelessness and greed, the ugly side of humanity.
A major factor in the story is The City, both a stage and arena
where the story takes place. It is dark and threatening, filled
with shady alleys and closed doors. The City is something
akin to a maze where it is easy to get lost and it symbolizes
the descent into the mystery that shrouds the story. In the
end, even if the hero should overcome the odds and reach his
goal, he has lost something equally important in the process.
14
SETTING
GRIM NOIR
Now, what is Grim Noir? It is a modern twist on the tradi-
tional Noir theme that adds some spice in the form of the
mysterious and the supernatural. In the world of Grim Noir,
certain supernatural powers and characters exist and extend
their power over the people living in The City. The player
characters start out as ignorant, but inevitably get involved
with this power play and will struggle to survive it. They have
to balance their normal lives against the pressure and dangers
of the strange world that they discover.
15
REAPERS
A Reaper is a person that can see and interact with the super-
natural. All player characters are Reapers.
16
SETTING
SUPERNATURAL
Heaven and Hell are real and they have always influenced this
world. The whole concept of religion is based on reality and
was shaped throughout the centuries by careful manipula-
tion. These opposing forces are locked into a Cold War that
has lasted for a thousand years. A Pact was formed that for-
bids Heaven and Hell from waging direct war on Earth, but
that does not mean they are not involved in human affairs.
Quite the contrary. Both sides control great resources and use
them to gain a solid foothold on Earth in order to gather the
one resource that they need: souls.
DIVINE POWERS
Agents are beings from Heaven and Hell who live perma-
nently on Earth and are tasked with gathering as many souls
as they can. Since the forming of the Pact, Agents now rely on
proxies to harvest souls on their behalf. Reapers are one of
the select few who are able to deliver souls to Agents, and are
paid a good price for each soul they sell. Reapers themselves
17
often gain powerful positions by acquiring resources, con-
nections and favors through Soul Trading.
Players of Grim Noir will inevitably run into this hidden part
of The City as they are pulled deeper into the story and dis-
cover more and more about the mystery they attempt to
solve. Whether they want to avoid it, take advantage of it, fear
it or fight it, is entirely up to the players. However, no matter
the approach, the supernatural cannot be escaped com-
pletely.
THE PACT
18
SETTING
CHARACTER CREATION
This section explains how to create characters in Grim Noir.
The mechanical part of character creation is simple, but
thought should be given to the character’s personality and
background. Player characters in Grim Noir are talented and
unique, but also distinctively vulnerable and troubled indi-
viduals. The struggle to overcome these weaknesses is a ma-
jor theme in the game.
20
CHARACTER CREATION
• Choose a role
KEY CONCEPTS
21
RATINGS AND POOLS
The number you assign to each ability is called a rating. Al-
though you may improve them gradually over time, ratings
remain static over the course of the typical game session.
22
CHARACTER CREATION
Academic R P
Art and History 3 3
Law 2 2
Occult Studies 4 4
At a crime scene Nick uses one point from his Art and History
pool to get information why an art thief chose certain paint-
ings to steal. The GM decides that a spend of one point is
enough to get a clue and provides Nick Sullivan the informa-
tion he needs to proceed in the investigation. Nick’s Art and
History pool is reduced by one point to two.
Academic R P
Art and History 3 2
Law 2 2
Occult Studies 4 4
His rating does not change as that represents his overall skill
and potential in Art History. At the end of the case, all spent
points in the pool are refreshed to equal the rating. For Nick,
his Art and History pool is refreshed back to 3 at the beginning
of next case or story.
23
STEP ONE: CONCEPT
Character creation starts with an idea of your character’s per-
sonality and background. After that you are ready to start the
creation process.
ROLES
Role represents the character’s background, social status and
resources. Every role comes with several pre-selected Inves-
tigative Abilities and General Abilities, as well as a special skill.
Glancing through the list of roles is a good starting point for
character creation.
24
CHARACTER CREATION
LIST OF ROLES
Criminal
Detective
Doctor
Gambler
Grease Monkey
Occultist
Officer
Politician
Preacher
Professional
Reporter
Seducer
25
CRIMINAL
DETECTIVE
These lone heroes are both blessed and cursed with extreme
curiosity. Often well equipped, skilled and connected, but
never quite well enough to be safe and comfortable. They are
haunted by past events and unsolved crimes.
26
CHARACTER CREATION
DOCTOR
GAMBLER
Individuals who live for the moment and try not to think of
the future. Brash and lively, Gamblers have a wide social net-
work. They might get lucky and become well off at times, but
their future is always uncertain. Their unending escapism
and greed will drive them into taking more and more risks.
Mathematically speaking, failure is a certainty.
27
GREASE MONKEY
“Your car engine is making a funny noise. You should probably get
that fixed soon.”
Gears, bolts, and tools. Those are the things Grease Monkeys
love the best and excel at. There is barely anything that they
cannot fix when they put their mind to it. They see every-
thing as a puzzle to be solved. Sometimes they just have trou-
ble understanding not everyone wants other people to go
around fixing their problems.
OCCULTIST
”So these shadows that are following you... How do they make you
feel?”
28
CHARACTER CREATION
OFFICER
This role means authority. It’s fitting for any character work-
ing for an organization that exercise power over society, like
law enforcement, government or powerful secret societies.
Officers are the guys whose arrival will turn the tides of the
scene. Hated and despised by some, but loved and trusted by
general public.
POLITICIAN
29
PREACHER
PROFESSIONAL
30
CHARACTER CREATION
REPORTER
SEDUCER
31
LIFE EVENTS
Life events are critical experiences the character went
through. Life events mold the character into the person they
are now and determine some of their main characteristics.
The GM can use life events to flesh out a more personal story
for the players. You have to choose at least 1 life event for your
character but you can also choose 2. If you are brave enough
to choose 2 life events you get a one time bonus of 5 extra
build points to distribute between your General Abilities in
character creation.
32
CHARACTER CREATION
DIVORCED
FIRED
You lost your job and are struggling to get by. You cannot
afford most of the things other characters can. Just buying
food is difficult to you. Your family does not know yet and you
intend to keep it that way so that they won’t worry too much.
Just how long will you be able to keep things secret?
You cannot buy anything more than food and the occa-
sional newspaper. All extra money goes to paying debts
and bills. All Wealth test difficulties are increased by 1.
RIDICULED
33
INJURED
FRAMED
You’ve been framed of a crime you did not commit. You are
on the run from the law, trying to find out who framed you
and why. It’s possible to solve the crime and clear your repu-
tation. However, you must then pick another Life Event to re-
place Framed.
FALL GUY
The police do not trust you one bit. You won’t get help
from them no matter what the situation.
34
CHARACTER CREATION
ADDICTED
TRAUMATIZED
Whenever you get into a fight your goal is not to end the
fight. It’s to end the enemy. When you get into a fight, test
Stability against difficulty 4. If you succeed you control
your actions. If you fail you must attempt to incapacitate
your opponent.
USED TO BE FAMOUS
35
NEVER GOT THAT PROMOTION
Once per case you get swindled of your well deserved re-
ward. While every other character get their rewards nor-
mally the GM creates a situation where somehow you lose
yours. Does not affect refreshing abilities and gaining
build points.
EXTORTED
Someone has you by the balls and they are not letting you go
easy. This guy has something on you and isn’t afraid of using
it. You are forced to do do his bidding anytime he needs you
and unfortunately you have to obey or all your dirty secrets
are sent to the local newspaper.
36
CHARACTER CREATION
37
STEP TWO: ASSIGN INVESTIGATIVE ABILITIES
Investigative Abilities are central to any Grim Noir character;
they enable you to gather information and drive the plot for-
ward. The number of points each player spends on Investiga-
tive Abilities varies according to the number of regularly
attending players, according to the following table. The GM
leads the group through the list of investigative build points,
ensuring that each one of them is covered by at least one
member of the group.
You start the game with 1 free point in Reaper Sight. The GM
can, however, decide that this free point will be given to you
later in the game at a time that is better suited for the story.
In an introductory game, the characters are first oblivious of
the supernatural and only after a while gain their first point
in Reaper Sight. That’s when their eyes are opened to the hid-
den world and they have to find ways to cope with the shock.
You also start with 3 free points that fit your Role. These are
listed in the Role description.
Once all of the abilities are covered, you are permitted to re-
serve any remaining build points to spend as situations arise
during play. You may assign yourself additional abilities, or
increase your ratings in the ones you’ve chosen, as seems ap-
propriate to your character and the situations he finds him-
self in. When you choose to do this, you are not suddenly
acquiring abilities on the spot, but simply revealing for the
first time what the character has been able to do all along. You
can reveal these abilities with a short monologue or flashback
true to the film noir style.
38
CHARACTER CREATION
INVESTIGATIVE BENCHMARKS
When choosing Investigative Abilities it is better to get a large
number of abilities with fairly low ratings. Even a 1-point rat-
ing is worth having. You’ll rarely want to spend more than 3
or 4 points on any one Investigative Ability.
39
INVESTIGATIVE ABILITIES
These abilities are the bread and butter of GUMSHOE char-
acters.
40
CHARACTER CREATION
Some abilities, like Research, are broadly useful, and will crop
up constantly. Others may be called for many times in the
course of one scenario, and not at all in others. When build-
ing your character, strike a balance between the reliable
workhorse abilities and their exotic, specialized counterparts.
BUREAUCRACY (INTERPERSONAL)
41
easily accessible via other abilities (such as Research), their
contacts snidely advise them to do their own damn legwork.
You can:
CHEMISTRY (TECHNICAL)
You know how to speak the lingo of police officers and are
able to make them feel confident and relaxed in your pres-
ence. You may be a current or former cop, or simply the kind
of person they immediately identify as a solid, trustworthy
citizen. You can:
42
CHARACTER CREATION
CRAFT (TECHNICAL)
You know how to mingle with the rich and famous and how
to chat them up without having security called. You are com-
fortable with “old money” aristocracy, with the Davos elite,
with the televised chattering classes and with the crassest of
nouveau riche vulgarians and celebutantes. Yachts, Gulf-
streams and three-star restaurants are your seemingly natural
habitat. Note that this ability does not necessarily convey any
actual wealth or fame. You can:
43
▪ Dress fashionably for any occasion.
▪ Get past the velvet rope at exclusive clubs and parties or past the
concierge at a four-star hotel.
▪ Drop brand names, allude to current trends, and generally
blend in culturally with rich scenesters of all types.
▪ Identify the best wine, liquor, food, jewelry and other luxury
goods.
▪ Interact with the rich and famous as an accepted equal.
INTERROGATION (INTERPERSONAL)
LAW (ACADEMIC)
You are familiar with the criminal and civil laws of your home
jurisdiction and broadly acquainted with foreign legal sys-
tems. At a rating of 2 or more, you are a bar-certified attorney.
You can:
44
CHARACTER CREATION
LOCKSMITH (TECHNICAL)
MEDICINE (TECHNICAL)
45
OCCULT STUDIES (ACADEMIC)
PHYSICS (TECHNICAL)
PSYCHOLOGY (ACADEMIC)
46
CHARACTER CREATION
RELIGION (ACADEMIC)
RESEARCH (ACADEMIC)
47
STREETWISE (INTERPERSONAL)
REAPER SIGHT
Every character gets one point of Reaper Sight for free. It can
be given in the beginning of the game or later when the GM
decides so.
48
CHARACTER CREATION
▪ See spirits.
▪ Tell whether a person is a supernatural being (Costs 1 point).
▪ Determine what type of supernatural Beings someone is (Costs
2 points).
▪ Tell whether the subject is healthy or determine if the subject is
under the influence of a spirit or other supernatural being
(Costs 2 points).
▪ Read the memories of a soul you are carrying. The memories
appear as a “film roll” on the surface of the soul in your hand
and play out like a slightly distorted movie. The more you want
to look back, the more points it costs (Costs 1-3 points per read-
ing).
In normal cases using this ability to see regular spirits will not
incur a Stability test. That is something the investigators are
used to.
49
STEP THREE: ASSIGN GENERAL ABILITIES
Each player gets 40 points to spend on General Abilities, re-
gardless of group size.
You start the game with 1 free point in Health, Stability and
Soul Reaping. Every Role also receives for free 8 points to
General Abilities as outlined in their description. On top of
these free points you can spend 40 points in any way you
wish.
• Health: 1 point
• Stability: 1 point
50
CHARACTER CREATION
51
WHAT GOOD ARE GENERAL RATINGS?
General Abilities use a different set of rules and are measured
on a different scale than Investigative Abilities. The two abil-
ity sets are handled in different way because they fulfill dis-
tinct narrative functions. The rules governing General
Abilities introduce the possibility of failure into the game,
creating suspense and uncertainty. Uncertain outcomes make
scenes of physical action more exciting, but can end a mys-
tery storyline if applied to the collection of information. This
division may seem aesthetically weird when you first en-
counter it, but as you become accustomed to the GUMSHOE
system you’ll see that it works.
52
CHARACTER CREATION
GENERAL ABILITIES
ATHLETICS
DRIVING
FILCH
53
This ability also allows you to discover things intentionally
concealed. You can:
GAMBLING
You are conversant with the rules and etiquette of all forms
of gambling, from Texas Hold ‘em and roulette to horse rac-
ing and numbers rackets. To win (or strategically lose) at a
game of chance requires a Gambling test, or a contest if
played against an NPC with the Gambling ability. In addition
to playing by the rules and winning, you can:
GUTS
You can resist physical and mental trials (e.g. hunger, torture,
effects of alcohol, extreme stress). You can:
54
CHARACTER CREATION
HEALTH
INFILTRATION
▪ Pick locks.
▪ Deactivate or evade security systems.
▪ Move silently.
▪ Find suitable places for forced entry, and use them.
55
INTIMIDATION
MEDIC
PERFORMANCE ARTS
56
CHARACTER CREATION
PERSUASION
SCUFFLING
SENSE TROUBLE
57
SHOOTING
You are adept with firearms. You can use both small and large
firearms and know how to take care of them. You have had
practice and will hit your target with more certainty. You can:
SHRINK
STABILITY
58
CHARACTER CREATION
SURVEILLANCE
WEALTH
▪ Bribe people.
▪ Buy expensive, or hard to
get, equipment.
▪ Haggle and negotiate.
59
GIFTS - SUPERNATURAL GENERAL ABILITIES
Supernatural general abilities, or Gifts as they are known in
Grim Noir, are special powers that Reapers can gain during a
a game. Gifts allow Rapers to achieve effects that are beyond
normal abilities. With the exception of Soul Reaping, all Gifts
are bought from Agents of Heaven or Hell. A Reaper enters
into a contract with an Agent and gains the ability to channel
an aspect of Heaven or Hell.
Like all other things supernatural, the effects of Gifts are in-
visible to normal humans and Reaper Sight is required to see
them. This undeniably makes it safer for Reapers to use Gifts
among regular people as any visual cue goes unnoticed. The
end result, however, is plain and visible for everyone to see. A
regular person would not see the black flames of Hellfire, but
he would still see the effects of burning appear on the target
of the Gift.
Using Gifts takes its toll on your body and mind. After using
any Gift, you must make succeed in a Health or Stability test
or be disoriented for the next scene. The skill depends on if
the Gift was from Heaven or Hell.
60
CHARACTER CREATION
NEUTRAL GIFTS
Neutral Gifts are natural supernatural abilities that Reapers
acquire on their own. They require no deals and can develop
on their own. Possessing neutral Gifts do not affect the natu-
ral gray color of one’s soul.
SOUL REAPING
You can collect souls and store them inside your own body in
a container created from your own soul. This is referred to as
soul reaping, or just reaping for short.
61
HELL’S GIFTS
As the name suggests, Hell’s Gifts come from Hell. They are
straightforward powers that take a part of their power from
the body of the user. Using Hell’s Gifts is felt strongly in the
body of the user as a feverish heat and without careful control
leave the user weak for a short while.
Hell’s Gifts color the owner’s soul with a tint of red. The more
Gifts from Hell one owns the redder the soul becomes.
INDUCE FEAR
▪ Spend: 1 point.
▪ Make an NPC fear an object or a person for one scene.
▪ After using this gift you must make a Health skill test against 4.
If you fail you will suffer -1 to every test in the next scene.
HELL’S VEINS
▪ Spend: 1 point.
▪ Get +2 to all physical ability tests for one scene.
▪ Can ignore penalties from physical damage.
▪ After using this gift you must make a Health skill test against 4.
If you fail you will suffer -1 to every test in the next scene.
62
CHARACTER CREATION
HELLFIRE
The most iconic and feared Gift a Reaper can buy from Hell.
To wreak havoc as you please. Hellfire is dangerous beyond
measure. It burns everything to ashes quicker than napalm
and furthermore its flames cannot be seen without Reaper
Sight. When you use this gift black flames engulf your hand
and at the same moment the object of your choosing bursts
into the same black flames.
You can burn a target of roughly your own size within 30 me-
ters distance. The reason Hellfire is so feared is that it can hurt
and kill spirits and supernatural beings. If you use Hellfire to
kill a human his soul is also destroyed immediately. Hellfire
causes a flat 10 points of damage.
▪ Spend: 1 point.
▪ Cause 10 points of damage to the target.
▪ After using this gift you must make a Health skill test against 4.
If you fail you will suffer -1 to every test in the next scene.
REVEAL CORRUPTION
For one scene you can read people like an open book. All their
vulnerabilities are laid bare and you gain an uncanny ability
to use them to your advantage. For the duration Reveal Cor-
ruption is active you gain +2 to all social tests related to ma-
nipulating, deceiving and persuading everyone you
encounter. However, your advantage comes for attacking
people’s weaknesses and insecurities. They will remember
afterwards that you pushed them to a corner and hurt them
emotionally to get your way. While you usually get what you
want with Reveal Corruption, it hardly helps you to make
long lasting friends.
▪ Spend: 1 point.
▪ Get +2 to all social tests related to manipulation, deceiving or
persuasion for one scene.
▪ After using this gift you must make a Health skill test against 4.
If you fail you will suffer -1 to every tests in the next scene.
63
WHISPERS OF THE DEAD
Listen to the voices of the dead and you shall find the way.
Whispers of the Dead allow you to hear spirits in the sur-
rounding area and find them. As you tune your mind to listen
to the dead, all other sounds are lost to you and you become
practically deaf for a while. With this gift you are guaranteed
to quickly find a wandering soul from somewhere in the city,
but listening to the dead is not something you do lightly.
▪ Spend: 1 point.
▪ Find a soul within a scene.
▪ After using this gift you must make a Health skill test against 4.
If you fail you will suffer -1 to every test in the next scene.
▪ Additionally every time you use this gift you risk losing Stability
and must make a Stability test against 4. If you fail you lose 3
points of Stability as the whispers are too much to listen to.
64
CHARACTER CREATION
HEAVEN’S GIFTS
Heaven’s Gifts are nuanced and less suited for direct con-
frontations. The side-effect of using Heaven’s Gifts is a light-
headedness that can make the user disoriented for a while.
Either the Gifts take a part of their energy from the mind of
the user or the user is exposed to the mysteries of Heaven.
Heaven’s Gifts color the owners soul with a tint of blue. The
more Gifts from Heaven one owns the bluer the soul be-
comes.
HEAVENLY LIGHT
You can shine heavenly light on a small area that reveals ev-
erything hidden within that area. All people, creatures and
spirits are revealed to everybody. It does not matter if they
were hidden by natural or supernatural means. Creatures re-
vealed by Heavenly Light can be seen also by normal people.
For example, normal people can see spirits revealed by the
light.
▪ Spend: 1 point.
▪ Reveal all hidden creatures.
▪ After using this gift you must make a Stability skill test against 4.
If you fail you will suffer -1 to every test in the next scene.
▪ All characters that witness a supernatural being are subjected to
a Stability test and risk losing Stability.
GUARDIAN ANGEL
▪ Spend: 1 point.
▪ Negate all damage from a single source or incident.
▪ After using this gift you must make a Stability skill test against 4.
If you fail you will suffer -1 to every test in the next scene.
65
ENDLESS CONVERSATION
▪ Spend: 1 point.
▪ Engage in an endless conversation with one character.
▪ After using this gift you must make a Stability skill test against 4.
If you fail you will suffer -1 to every test in the next scene.
HEAL
The power of healing is yours to use as you see fit. While most
Reapers require a deal with an Agent to heal diseases and in-
juries you can do it yourself. As you place your hands on an-
other person, a golden glow will light up and all injuries and
afflictions are healed. There is nothing short of death this gift
is unable to heal. The healing takes 30 minutes per Health
point healed.
▪ Spend: 1 point.
▪ Heal 1 point of Health per 30 minutes.
▪ After using this gift you must make a Stability skill test against 4.
If you fail you will suffer -1 to every test in the next scene.
STABLE MIND
▪ Spend: 1 point.
▪ Immune to Stability tests and Stability loss for the rest of the
scene.
▪ After using this gift you must make a Stability skill test against 4.
If you fail you will suffer -1 to every test in the next scene.
66
CHARACTER CREATION
You can come up with your own drive or choose a classic Noir
drive from the list below.
SAMPLE DRIVES
Choose one of the drives below or create your own.
STUBBORN
You just won’t let go of the case no matter what happens. Even
if things get dangerous you will keep pushing to solve the
mystery. Even if your friends die and your family leaves you.
For you there is no backing out of anything you have started.
DISCOVERY
PROTECTOR
It’s dangerous out there for people who are not ready and
prepared. Your plan is to be prepared and protect the people
that matter the most to you. It’s your job to make sure no one
gets hurt.
GREED
For you the risks never seem to outweigh the rewards. You
never stop playing while you are still winning. You will always
want more than you or anyone else has.
67
JEALOUSY
GUILT
The past is never done with you or you with it. What ever it is
you did still haunts your dreams and waking hours. You des-
perately hope to either bury your guilt or somehow get rid of
it.
FINAL TOUCHES
Now the only thing that is left is to finish up, review and make
sure the GM approves your character. And there you have it.
Your character is ready to start solving the mysteries of The
City.
68
CHARACTER CREATION
RULES
This section describes the basic GUMSHOE rules system and
is addressed to players and the GM alike. The rules are
adapted for Grim Noir.
SOLVING MYSTERIES
The main focus of every game of Grim Noir is to solve a mys-
tery. The story should always revolve around a mystery that
the characters are a part of and feel compelled to solve. The
GUMSHOE rule system that this game uses is designed for a
style of gameplay where characters are investigating some-
thing. The mystery can be almost anything, but it’s advisable
that it be something personal to the characters. It can either
involve their personal life and friends or be part of their jobs.
Something that really creates a feeling for the players that
they want to get involved with the mystery in the first place.
70
RULES
MYSTERY STRUCTURE
Every investigative scenario begins with a crime, conspiracy,
or other act of disorder committed by a group of antagonists.
The player characters must figure out who did it and put a
stop to their activities.
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The sinister conspiracy. This establishes who the antagonists
are, what they’ve done so far, what they’re trying to do, and
how the investigation trigger fits into the overall scheme. The
GM also determines what has to happen to prevent the plot
from going forward. This, unknown to the players, is their
victory condition — what they have to do to thwart the bad
guys and bring the story to a positive conclusion.
Once the GM has the logic of the story worked out from the
villain’s point of view, he can start to design a trail of clues
that was left behind. This trail of clues will start from the in-
vestigation trigger and leads to an understanding of the sinis-
ter conspiracy and its players.
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RULES
The first scene presents the mystery you have to solve. You
then perform legwork, collecting more information about
the case. Each scene contains information pointing to a new
scene. Certain scenes may put a new twist on the investiga-
tion, as the initial mystery turns out to be just one aspect of a
much bigger story. As clues accumulate, a picture of the case
emerges, until your characters arrive at a climactic scene,
where all is revealed and the bad guys confronted. A wrap-up
scene accounts for loose ends and shows the consequences of
your success—or, in rare instances, failure. (Why is failure
possible at all? Its possibility creates urgency and suspense.)
If you get stuck, get out there and gather more information.
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GATHERING CLUES
Gathering clues is simple. All you have to do is:
As long as you do these three things, you will never fail to gain
a piece of necessary information. It is never dependent on a
die roll. If you ask for it, you will get it.
▪ You can specify exactly what you intend to achieve: “I use Psy-
chology to determine if the murder was a crime of passion or a
calculated act.”
▪ Or you can engage in a more general informational fishing ex-
pedition: “I use Evidence Collection to search the crime scene.”
▪ If your suggested action corresponds to a clue in the scenario
notes, the GM provides you the information arising from the
clue.
CORE CLUES
For each scene, the GM designates a core clue. This is the clue
you absolutely must have in order to move to the next scene,
and thus to complete the entire investigation. The GM should
avoid making core clues available only with the use of ob-
scure Investigative Abilities. (For that matter, the character
creation system is set up so that the group as a whole will have
access to all, or nearly all, of these abilities.) The ability the
GM designates is just one possibility, not a straight jacket - if
players come up with another plausible method, the GM
should give out the information.
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RULES
SPECIAL BENEFITS
Certain clues allow you to gain special benefits by spending
points from the relevant Investigative Ability pool. During
your first few scenarios, your GM will offer you the opportu-
nity to spend additional points as you uncover these clues.
After that it’s also up to you to ask if it there’s anything to be
gained by spending extra time or effort on a given clue. You
can even propose specific ways to improve your already good
result; if your suggestion is persuasive or entertaining, the
GM may award you a special benefit not mentioned in his
scenario notes.
INVESTIGATIVE ABIL-
SPECIAL BENEFITS
ITY SPEND
Simple, usually one piece of
1
extra information
Obscure piece of information 2
Multiple pieces of information
2
from the same clue
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The act of spending points for benefits is called a spend. The
GM’s scenario notes may specify that you get Benefit X for a
1-point spend, or Benefit Y for a 2-point spend. Sometimes
minor non-core information is available at no cost.
INCONSPICUOUS CLUES
Sometimes the characters instinctively notice something
without actively looking for it. Often this situation occurs in
places they’re moving through casually and don’t regard as
scenes in need of intensive searching. The team might pass
by a concealed door, spot a droplet of blood on the marble of
an immaculate hotel lobby, or approach a vehicle with a
bomb planted beneath it. Interpersonal abilities can also be
used to find inconspicuous clues. The classic example is of a
character whose demeanor or behavioral tics establish them
as suspicious.
If two or more pools are equal, it goes to the one with the
highest rating. If ratings are also equal, their characters find
the clue at the same time.
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RULES
SIMPLE SEARCHES
Many clues can be found without any ability whatsoever. If an
ordinary person could credibly find a clue simply by looking
in a specified place, the clue discovery occurs automatically.
You, the reader, wouldn’t need to be a trained investigator to
find a bloody footprint on the carpet in your living room, or
notice a manila envelope taped to the underside of a table at
the local pub. By that same logic, the Investigators don’t re-
quire specific abilities to find them, either. When players
specify that they’re searching an area for clues, they’re per-
forming what we call a simple search.
GM: You find an album full of old photographs in the roll-top desk.
77
In the first case, the player who first voices interest in the de-
tail finds the clue. In the second, it goes to, at your discretion:
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RULES
Solving challenges
DIE ROLLS
All die rolls in GUMSHOE use a single ordinary (six-sided)
die.
TESTS
A test occurs when the outcome of an ability use is in doubt.
Tests apply to general skills only. Unlike information gather-
ing attempts, tests carry a fairly high chance of failure. They
may portend dire consequences if you lose, provide advan-
tages if you win, or both. The GM sets a difficulty for a test and
a player rolls a single die against the difficulty rating. If the die
roll result is equal or higher than the difficulty rating the it is
considered a success. To make their chances of success higher
a player can spend points from their skill pool which will be
added to the die roll result.
Even in the case of general skills, the GM should call for tests
only at dramatically important points in the story, and for
tasks of exceptional difficulty. Most General Ability uses
should allow automatic successes, with possible bonuses on
point spends, just like Investigative Abilities.
EXAMPLE OF A TEST
79
SIMPLE TESTS
Action DIFFICULTY
Normal action in a nor-
4
mal situation
Difficult 5
Very difficult 6
Continuous challenge 7+
Opposed challenge 4
Actor has advantage -1 or -2
Actor has disadvantage +1 or +2
Target has advantage +1 or +2
Target has disadvantage -1 or -2
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RULES
COOPERATION
When two characters cooperate toward a single goal, they
agree which one of them is undertaking the task directly, and
which one is assisting. The leader may spend any number of
points from her pool, adding them to the die roll. The assis-
tant may pay any number of points from his pool. All but one
of these is applied to the die roll.
CONTINUING CHALLENGES
For tasks where drama or suspense call for a feeling of re-
peated effort, assign the obstacle a pool representing the base
81
Difficulty of doing it all at once unaided: this will generally be
8 or higher, often much higher. The tests per se use the stan-
dard Difficulty of 4.
CONTESTS
Contests occur when two characters, often a player character
and a supporting character controlled by the GM, actively at-
tempt to thwart one another. Contests usually resolve various
physical match-ups.
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RULES
FIGHTING
83
In the rare instance where two PCs fight one another (when
one of them is possessed, say), the PC with the higher appli-
cable rating (Scuffling or Shooting) goes first. If their ratings
tie, but their pools do not, the one with the higher pool goes
first. If both are tied, roll a die, with one player going first on
an odd result and the other on even.
Now Nick’s player makes a damage roll. He rolls 1d6, since that is the
damage for a revolver, and gets a 2. Unfortunately for Nick the mob-
ster has a Health of 3 and still has 1 point of Health left. Next it’s the
mobsters turn to shoot with her tommy gun.
84
RULES
85
EXHAUSTION, INJURY AND DEATH
When it does this, and every time you get more damage while
below 0, you must make a Consciousness roll to see if the
character falls unconscious. Roll a die against Difficulty
Number of 4. You may deliberately strain yourself to remain
conscious, voluntarily reducing your Health pool by an
amount of your choice. For each point you reduce it, add 1 to
your die result.
Nick Sullivan is shot with a tommy gun and receives 4 points of dam-
age. A nasty hit. Nick had 3 points left in his Health pool and the dam-
age reduces it to -1, just barely below 0. As the character is now Hurt,
Nick’s player must roll a Consciousness roll. Nick’s player does not
want Nick to fall unconscious so he spends 1 point of Health to boost
his roll, lowering his health further to -2. He rolls a d6 and gets a 3.
Luckily he spent a point that pushes the result to 4 (3+1=4), a success!
Nick stays awake and is able to continue the fight.
For the rest of the fight, Nick has to be very careful. Every time he gets
more damage, while his Health is under 0, he must make a new Con-
sciousness roll.
86
RULES
LOSING HEALTH
87
SURPRISE
ARMOR
ARMOR PROTECTION
Light armor vs. stabbing
1
weapons
Light armor vs. firearms 2
Heavy armor 3
Supernatural protection 1-4
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RULES
Light body armor is heavy, hot, and marks you out as some-
one looking for trouble. All of these drawbacks apply doubly
to military-grade body armor. Investigators can’t expect to
walk around openly wearing armor without attracting the at-
tention of the local police. Armor and heavy weapons may
prove useful in discrete missions conducted away from pry-
ing eyes.
89
STABILITY TESTS
Mental stresses can take you out of commission, temporarily
or permanently, as easily as physical injury.
Your Stability loss from failed tests is capped at the worst in-
cident in that scene. Points spent on providing bonuses are
still lost. GMs should feel free to assess Stability Losses for
other incidents, using the examples provided as a bench-
mark. Some especially overwhelming creatures may impose
higher than normal Stability losses when seen from a dis-
tance, seen up close, or ripping your lungs out. Characters
make a single roll per incident, based on its highest potential
Stability loss.
90
RULES
LOSING STABILITY
▪ Your mental stress is starting to take its toll but you are not yet
permanently traumatized.
▪ Difficulty Numbers of all tests and contests, including oppo-
nents’ Hit Thresholds, is increased by 1.
▪ A character with the Shrink ability can spend points from that
pool to help another character regain spent Stability points. For
every Shrink point spent, the recipient gains 2 Stability points.
▪ You may commit one last crazy act, which must either be self-
destructively heroic or just destructive. Or you may choose
merely to gibber and drool. Assuming you survive your perma-
nent journey to the shores of madness, your character is quietly
shipped off to a secure psych facility, never to be seen again.
Time to create a new character.
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PSYCHOLOGICAL TRIAGE
A character with the Shrink ability can spend points from that
pool to help another character regain spent Stability points.
For every Shrink point spent, the recipient gains 2 Stability
points.
92
RULES
93
the pressure of dealing with the supernatural. As part of the
character creation process, players must detail their network
of friends and loved ones and 1 Core Relationships in a para-
graph or two of background text, which is then submitted to
the GM for approval.
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RULES
95
OPPONENT STATISTICS
You usually only need game statistics for characters that the
investigators in some way have to overcome through General
Abilities. Most witnesses, suspects and non-combatants re-
quire only a text description, indicating for example which
interpersonal abilities they’re most likely to respond to.
Hit Threshold: 3
Armor: 1
Stealth Modifier: -1
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RULES
97
IMPROVING YOUR CHARACTER
At the end of a session, each player gets 21 build points for
participating. Players may also get build points if they bring
out their characters Life Event or play their character accord-
ing to film noir tropes.
Keep in mind that while characters will get build points and
technically grow stronger their lives might still continue to
spiral out of control. In the spirit of film noir the personal lives
of characters often get significantly worse as time goes by.
Friends and family get alienated and less and less work gets
done as the mystery pulls the characters deeper into its
clutches.
98
RULES
SPECIAL RULES AND GAMEPLAY
Special rules have been designed specifically for Grim Noir.
Special rules deal with the unique aspects of gameplay in
Grim Noir like monologue, flashback and soul trading.
100
SPECIAL RULES AND GAMEPLAY
MONOLOGUES
Monologues are the signature style narration in film noir that
voices the characters’ feelings and thoughts. Monologues also
earn characters Narrative Points that are used for flashbacks.
Whenever there is a good opportunity in the game to reflect
on the story or other characters, players can ask for a small
pause and present their monologue. The GM can also hint
when an opportunity is coming (e.g. a crucial turning point).
EXAMPLE MONOLOGUE
When I found the note where my Jeanie says she is taking the kids and
moving to her mother’s place for a while, I could barely breathe. I had
seen all the signs: her red eyes, the discussion she always wanted to
have and finally the silence. I had been too busy balancing work and
all that goddamn Reaper shit to give time to my own family. And this
is where it had led. I knew I could still fix this if I took the next train
out of here. Out of The City. Still, I knew I wouldn’t do that. There
was work to be done. I just hoped whisky would help me sleep tonight.
-Nick Sullivan
101
INTERNAL MONOLOGUES
102
SPECIAL RULES AND GAMEPLAY
FLASHBACKS
A flashback, like monologues, is a type of narration that is
special to Grim Noir and is a powerful way for players to con-
tribute to the story. Flashbacks show events that happened
before the present and are a great way to reveal surprising
facts about a character’s past or preparations done in secret.
103
EXAMPLE DESCRIPTIVE FLASHBACK
As PCs approach the priest, Janice takes the lead and the scene
takes on a more personal feel because the characters already
have some history together.
104
SPECIAL RULES AND GAMEPLAY
105
GATHERING SOULS
Souls, also called ‘spirits,’ don’t usually understand their own
situation very well. The first few days, they are not even aware
that they have died. Spirits often relive their final moments
in a constant loop, trying to understand what has happened.
Slowly, spirits begin to become aware of their own situation
and depending on the personality either become vengeful
ghosts or benevolent spirits. The longer souls remain on
Earth, the more powerful they become as they learn to affect
their surroundings. In about 2 weeks souls, are able to move
small objects and affect emotions of sensitive humans. Over
months and years, souls can become very powerful
poltergeists.
106
SPECIAL RULES AND GAMEPLAY
REAPING A SOUL
To reap a soul the character must spend 3 points from their
Soul Reaping ability pool. The amount of used points can be
reduced by getting to know the deceases person better. Every
personal fact you can name about the soul decreases the
spend by one. The spend can even be lowered to 0, making
the reaping free. Information can be almost anything as long
as it is something personal about the soul in question.
107
EXAMPLE SOULS
Bob had no idea what was going on. He felt disoriented and could
barely remember his own name. What was it that had happened? A
car crash? He didn’t feel pain so he was probably not hurt. For some
reason the only thing he could bring himself to do was to repeatedly
walk to the middle of the street and stop to tie his shoelaces. Again and
again and again and again.
For Reapers souls exist to be caught and sold. For most that is
enough and they refuse to think about the morality of what
they are doing. Many have personally seen a Reaper succumb
to despair through overthinking the morality of their actions.
Souls that have just died are very disoriented and confused.
They often have not yet realized that they are dead and con-
tinue to attempt to talk to people near them. They tend to
repeat their last actions compulsively as if to try and figure
out what happened to them
▪ Worth 1 soul
Some days after death, souls usually figure out their demise
and begin to wander The City in search of someone to talk to.
If they happen to find someone to talk to they are more than
happy to do that. Being invisible to people often drives souls
to despair.
▪ Worth 1 soul
108
SPECIAL RULES AND GAMEPLAY
▪ Worth 1 soul
▪ Worth 5 souls
▪ Worth 10 souls
109
CARRYING SOULS
It’s not easy to gather souls. Carrying a soul inside one’s body
affects the Reaper in various ways. First of all the soul can
communicate with the carrier. This is usually experienced as
continuous whispering no one else can hear. Most of the time
it’s just too silent to make sense, but still loud enough to hear.
Maybe the soul pleads to be set free or suggests horrible acts.
On rare occasions they can even slightly influence the emo-
tions of the carrier. The effect is increased with every soul
that is carried simultaneously. As can be imagined carrying
more than 3 souls at a time can further tax a Reaper’s already
strained sanity.
110
SPECIAL RULES AND GAMEPLAY
BURDEN OF SOULS
Carrying a soul for one day incurs a 1 point Stability Loss. Ev-
ery extra soul adds 1 more point per day. Carrying three souls
at the same time for one day incurs a 3 point Stability Loss.
SELLING SOULS
The Agents of Heaven and Hell pay premium for souls, and
only Reapers can provide them. Offerings include money,
items, connections, favors, and even some supernatural ben-
efits. A Reaper never has to work a regular job after getting
into soul trading, and will easily be better off than the average
person.
111
What happens to souls?
Fate of sold souls is a mystery that permeates the Reaper so-
ciety. It’s one of the most frequently asked questions for new
Reapers, but unfortunately there are no easy answers. Agents
are awfully quiet about the topic and refuse to give informa-
tion on what they actually do to the souls they receive. Due to
a lack of any real information rumors are rampant on the
topic and every Reaper worth their salt has their own opin-
ion.
112
SPECIAL RULES AND GAMEPLAY
Money
The classic reward is cold, hard cash that keeps Reapers in
good standing quite easily. Just a few souls a week gives a
Reaper enough money to cover most life expenses.
Favors
Money does not solve all problems and sometimes characters
may get into a pinch that just can’t be solved with bribes or
force. In those situations favors from Agents can be invalu-
able. As Agents tend to amass power and connections they
can often arrange certain things to happen. This could be an
invitation to a political fund raising or a key to a rival com-
pany warehouse. It could even be something as simple as a
good word spoken to the right person.
Miracles
There are situations where influence over The City is not
enough. Situations that require a more supernatural compo-
nent. Perhaps a new identity, complete with personality traits
that come naturally. Or maybe a cure to an illness that is
113
about to kill your wife. There are even rumours of Reapers
that have been able to extend their natural lifespan. These fa-
vors are called miracles and can be very powerful and ex-
tremely expensive. Cost of miracles is up to the GM, but they
can cost anything between 1-10 souls.
Resources
One of the main ways of getting back valuable skill points is
to trade souls for them. The character gains more of the re-
source the skill point represents. If a character wishes to gain
an extra point to his Investigation skill he can trade a soul to
gain one point in it. In the game there should always be a
story element that justifies the increase in the skill. For exam-
ple gaining one point in Law could mean that the character
gains some dirt on a lawyer that can be used to blackmail the
lawyer to step in and help with anything that requires specific
knowledge of law.
114
SPECIAL RULES AND GAMEPLAY
Gifts
Gifts are perhaps the single most powerful thing Agents can
offer to Reapers. As such they are also more expensive than
regular General Abilities. First of all Agents don’t just sell Gifts
to anyone. Usually they require some sort of guarantee that
the Reaper will be a useful resource going forward and won’t
easily use purchased powers against the Agent. The various
conditions an Agent may impose on a Reaper before selling
Gifts are completely up to the GM and could for example be
a part of the overarching story that is played. The prices can
also vary depending on the situation, but generally speaking
an Agent may ask for anything between 3-6 souls for a single
Gift.
Information
Agents know many things. And they know that information is
valuable. It is said that almost any secret in The City can be
bought from the correct Agent. If players feel that they are
getting stuck in the story they can go see an Agent and trade
souls for story clues. This should never be a way to solve the
main mystery. An Agent will never know the final piece of the
puzzle. Some things are simply clouded in mystery.
This option is best used only as a last resort as it can derail the
campaign into pure soul hunting to gain clues.
115
DEALING WITH HEAVEN
- Heaven’s Agent
116
SPECIAL RULES AND GAMEPLAY
“It’s just business, but hey, those guys whom I told about your mistress.
I happen to know one of them has a sickly grandmother who is about
to die. Care to be there in time to reap her soul?”
- Hell’s Agent
117
GOING AGAINST AGENTS
• The punch hits, but the agent does not budge even a mil-
limeter. There is no effect at all.
118
SPECIAL RULES AND GAMEPLAY
THE CITY
“The City. Even though it had a real name, that is what everybody
calls it. This is the place of forgotten hopes and dreams. I never heard
of anyone who did not have some misfortune in their lives here. It’s
like all the brightness of even the most glamorous clubs is dimmed
from time to time by some sort of scandal or accident.
120
THE CITY
121
THE CITY
DISTRICTS, PLACES AND PEOPLE
The City is divided into distinct districts that all have their
own personality and feeling.
Riverside - The old financial artery of the city turned into its
artistic heart.
124
THE CITY
DOWNTOWN
DOWNTOWN
The heart of The City; or at least its business. Clean streets,
tall buildings and lots of reflecting glass. It is the coldest of the
districts, The City itself imitating the cold hearts of the politi-
cians and businessmen that make the city center their playing
field.
POLICE STATION
Safest place, for innocents, in The City - and one that sadly
cannot offer much for Reapers. Their problems are usually
not the kind that the police can solve. In fact it's better for the
police to not even know. Still the station is where The City's
finest work on their cases and where criminals are put to jail
if caught. If there is someone you can count on keeping order
in The City it's the police. Unfortunately a police station is
always one block too far and the police are always two min-
utes too late.
Luis is, rarely enough, a good and honest cop. He does his job
with impeccable accuracy and diligence. He’s good. Maybe
even too good for his own benefit. And the most irritating
thing about him is that you can’t bribe him. He might over-
look some misbehaviour of his own creed, but he’s a real pain
the ass for criminals and corrupt politicians. Luis is the guy if
you need some good police work done.
125
How to use this character: For player characters on the other
side of the law Kensington is a constant pain in the ass. He
shows up regularly to harass and taunt player characters. He
might not have enough proof to lock anybody up, but he is
keen on putting a proper case together.
Mr. Fisher runs the nearest police station dishing out tasks for
detectives and police officers alike. As much as he would like
to run everything by the book he is pressured from above by
politicians to handle things ‘delicately’. That means Mr.
Ficher usually wants to keep strange cases from ending up in
the newspapers. There is always a political campaign ongoing
and things need to look good. The citizens need to be assured
that they are safe.
How to use this character: If the PCs are police officers or oth-
erwise connected to the officials Mr. Ficher is a good way to
push them into finding more evidence if what they have is not
enough for a proper conviction.
126
THE CITY
127
MR. HEATLEY - AGENT OF HEAVEN
128
THE CITY
129
SPRAWL
SPRAWL
The Sprawl is filled with apartment buildings and family
houses. It is the quintessential middle class heaven where ev-
erybody’s life is perfect and kids run around without a care
in the world. Beneath the surface it’s a masquerade of happi-
ness betrayed by late night arguments behind locked doors
and envious looks towards neighbours’ cars.
130
THE CITY
How to use this character: Doctor Holler and her office can act
as one of the rare safe zones of the City. A place of security and
hope, where healing is possible, if only of physical variety.
Meeting Doctor Holler in the Sulfur Stream is a great chance
to get to know her personally to create a more impactful side
character of her.
JOHN DOE
This patient has been in a coma for 30 years now and no one
knows who he is. There are no records of him being admitted
and no one remembers the day he was brought in. No one
visits him and his file has passed from one doctor to another
more times than a ball in a soccer game. Despite that he is
being taken care of as if there was an unspoken rule to check
up on him and make sure he is ok. Funny thing is, he’s been
in that room for 30 years and hasn’t aged a bit. Samuel at
Jonah’s Diner might know a thing or two about what is going
on with this poor fellow.
Story idea: John Doe is the only reaper to make a deal for im-
mortality. If only there was a way to wake him up from his
coma, he might be able to tell the secrets of immortality.
Samuel at Jonah’s Diner knew John Doe before he fell to coma
and has some knowledge that could help wake him up. He will
require payment, or perhaps, a favor.
131
THE END TIME HARVEST APOSTOLIC CHURCH
A sacred place of the Christian Church and the center of reli-
gious activity in The City. Hundreds gather in this magnifi-
cent Gothic place of worship every Sunday to hear the mass.
The massive cemetery behind the church is also often visited
by loved ones. If you are looking for a purpose in life just visit
here on Sunday and you’ll be given one.
FATHER MATTHEW
132
THE CITY
Story idea: Father Matthew has a very unique soul that would
be extremely valuable to the Agent of Hell. To prevent Father
Matthew from falling into the Agent of Hell’s hands the Agent
of Heaven has placed him under divine protection. The Agent
of Hell approaches the player characters with a dangerous
mission to capture Father Matthew’s soul.
KENNETH FULLER
Two weeks ago he took a wrong turn in the Red Lights Dis-
trict and ended up face to face with a revolver. He took a bul-
let to the chest and next thing he remembers is waking up in
a coffin. Kenneth painfully dug himself out of his grave only
to notice his heart wasn’t beating anymore. What happened
to him was very strange and very rare. His body died, but his
soul remained attached to it. He had become a ghoul. Father
Matthew found the weeping man next to the empty grave
and took him under his care. Matthew gave Kenneth a job as
a caretaker of the cemetery and there he has been until now.
The face of the man that shot him still haunts his mind and
his slowly rotting body is making him anxious.
Story idea: Start the story with Kenneth as a guy who needs
help, but slowly it is revealed that he might have deserved
what was coming to him. What kind of things did he do to de-
serve getting shot at a dark alley?
133
HEIGHTS
HEIGHTS
Located far above the rest of the city, the hillside mansions of
the Heights house The City’s richest and most powerful peo-
ple. Most citizens never set foot in here as it’s purposefully
separated from the main city on top of a high hill. The luxu-
rious mansions and large private yards are the envy of even
those who have never set eyes on them. Behind closed doors,
unknown to the rest of the city, the rich are just as vile and
jaded as everybody else. They just have the luxury of being
able to hide it.
Slicky Joe sells information and does not care who is buying.
Because many of his customers are enemies Joe is always
threading the needle with his deals. Somehow he manages to
remain friends with everyone he knows while simultaneously
backstabbing every single one of them. For Slicky Joe there is
always a great deal to be made to save him from ten bad ones
he made last week.
134
THE CITY
ARLENE
135
END OF THE RAINBOW - CASINO
This place gathers the new rich, the hot shots and the desper-
ate. It’s a sea of glimmer and light where people come to
make their fortunes or, as it is more often, lose them. The
never ending music, gambling, drinking and top-notch
shows hides it’s true, unscrupulous face as the security quietly
remove those who can’t pay and leave them neck deep in debt
- the kind one has to pay.
136
THE CITY
THE BLOAT
THE BLOAT
The gut of the city that slowly melts away all who become
trapped here. The underclass has taken residence in this part
of the city devastated by the depression and is slowly being
reclaimed, usually by force, tenement by tenement by real es-
tate developers. The Bloat is the forgotten district that hides
secrets on every corner. Unsurprisingly it is also the favorite
district for Reapers to live and practice their trade as there is
less chance of standing out.
137
the more established reapers Reapers in the City and has be-
come a cornerstone of the Reaper community.
138
THE CITY
RIVERSIDE
RIVERSIDE
The oldest district in the city, Riverside houses old last cen-
tury buildings left in the city from old times. It used to be the
center of business, but has since turned into a full blown artis-
tic settlement. It is populated by a diverse mixture of artists,
ideological collectives, street performers, fortune tellers and
con artists. The best cafes, art galleries and even a few movie
theaters can also be found here. Some have found traces of
old magic in the depths of Riverside and it’s a popular living
area within the Reaper community.
139
Reaper community, but it seems rather clear that they are
Reapers as well.
Story idea: The old house always attracted souls, but after a
poltergeist settled in no one has come to collect them. Now
that the poltergeist has been removed many Reapers have
come to visit. It seems that stray spirits walk in and enter the
locked basement of the coffee shop. What could brothers
Seele have in the basement that is able to attract souls like
that?
140
THE CITY
SMOKESTACKS
SMOKESTACKS
This part of The City is an industrial mega complex. It seems
like the numerous factories and warehouses meld together
forming one big entity that breathes and pulsates like the big
machine that it is. Steam fills the streets and the sky and the
smell of soot and sweat is everywhere. The most honest and
hardworking people will toil here until they die.
JONAH'S DINER
A place to rest for a while and enjoy coffee and a piece of blue-
berry pie on the side. Both the customers and employees are
always tired here. Customers might be here after a long shift
at work or maybe they just popped in to get some lunch. Em-
ployees work an endless shift that just doesn't seem to let
them go. Still it's one of the places in The City where the neon
lights on the ceiling create a strangely relaxing atmosphere.
Maybe one more cup of coffee is good before going out again.
141
Story idea: Becky comes to work bruised, with blood on her
lip. Trying to hide her tears. It’s apparent her ex-husband paid
a drunken visit to her again. Someone should teach that man
a lesson.
ABANDONED FACTORY
Against the dark sky the high chimneys of this abandoned
factory look intimidating. This was once a fully working fac-
tory, but after a series of unresolved deaths the place was fi-
nally shut down. Now the whole massive complex is
abandoned and empty. Or is it? Rumors say that the factory
is cursed and all the people who went missing here during the
last 10 years speaks volumes. They say that the underground
levels of the complex are inhabited by something terrible and
dangerous.
142
THE CITY
143
PIERS
PIERS
Almost the whole west side of the City is covered with piers
for ships. Unlike the distant Sunset Beach the piers are no
place for having a peaceful trips to sandy shores. The shore-
line is broken by piers and loading docks that create an unset-
tling saw like pattern.
NORTH PIER
Passenger ships, private boats and fishermen part their boats
here. The long wooden piers look ages old and creak with the
tides. The piers are noticeably empty and house less boats ev-
ery passing year.
GOLD PIER
Close to Ivory Island and Downtown Gold Pier houses the
luxury yachts of the wealthy. Sometimes you see the yachts
gliding along the river, but rarely do they travel to the open
sea. The pier itself is packed with celebrities, the rich, and
their families. A casual stroll around the pier during day is
sure to make almost anyone envious.
144
THE CITY
SOUTH PIER
Big stacks of cargo containers are littered around the docks
giving the South Pier a distinctly blocky look and tall cranes
hang over them like skeletal arms. Trucks haul goods between
the long red brick warehouses and factories in Smokestacks.
What’s more if one were to dive to the bottom of the shore at
South Pier they would find numerous victims of the Mafia
with cement shoes.
145
FACTIONS
The City operates at the mercy of different factions who all
have their own goals. Some factions do not interact or clash
together much while others may constantly be each others
throats. This means that should the PCs belong to one or
more factions they should be aware of the which other fac-
tions might be hostile towards them and which ones not. And
as certain factions control certain areas in the City it might be
more dangerous for members of opposing factions to visit
those areas.
REAPERS
Reapers are the de facto faction to which all PCs belong
whether they want to or not. Reapers are a loose network of
people who can see and deal with souls and is comprised of
smaller groups who gravitate around charismatic leaders.
146
THE CITY
REAPERS OF HEAVEN
Reapers of Heaven are a smaller group of Reapers that have
openly decided to affiliate themselves with the agent of
Heaven. In practice this means that they only make deals with
the Agent of Heaven and refuse to make deals with the Agent
of Hell.
REAPERS OF HELL
Reapers of Hell are a smaller group of Reapers that have
openly decided to affiliate themselves with the agent of Hell.
In practice this means that they only make deals with the
Agent of Hell and refuse to make deals with the Agent of
Heaven.
147
POLICE FORCE
The City’s police force keeps the City safe from criminals.
They patrol the streets and investigate crimes all over the
City. Simply put they strive to keep citizens safe from harm.
The police officially works in all districts, but in practice there
are areas where they cannot enforce the law because another
faction has tighter control. Like the Smokestacks and South
Pier where the Mafia is in control.
Opposes: Mafia.
MAFIA
The single biggest criminal organization that works in the
City. While they do not control all criminal activity they do
influence a lion’s share of it. The Mafia controls the South
Pier and Smokestacks which is how they bring in most of
their merchandise. Boats unload crates full of narcotics,
weapons and other contraband that is then distributed with
industrial trucks all over the city.
148
THE CITY
CHURCH
The City has an uncharacteristically strong community of
believers that flock to their churches all around the City.
Strong faith and a feeling of belonging to a community keeps
many of the less fortunate citizens on their feet. The church
helps people according to it’s best abilities and offers sanctu-
ary, food help and spiritual relief to anyone who might need
it.
Opposes: Nonbelievers.
AGENT OF HEAVEN
Separate of the church and reapers of Heaven the Agent of
Heaven has his own agenda. Due his supernatural nature and
ability to make deals the agent has had an excellent opportu-
nity to create a network of employees, confidantes and infor-
mants. Using this network the agent can officially provide
services as a part of any deals he makes with Reapers in order
to advance whatever agenda Heaven has.
149
AGENT OF HELL
Much like his counterpart on the Heaven’s side, the Agent of
Hell also wishes to widen his own influence further. The
difference is that the Agent of Hell is more interested in shap-
ing the City and it’s factions to suit his own needs and desires.
His biggest tool is the Mafia that he attempts to guide and
control behind the scenes. He does not yet have full control,
but is able to manipulate certain decisions and the flow of in-
formation inside the organization.
Taking control of the Mafia is only the first step. After that
comes the police and all the neutral Reapers that have not yet
chosen a clear side. His ultimate goal is to get all of these fac-
tions to fight with each other and profit on the side.
150
THE CITY
STORIES
Grim Noir is in many ways played like a traditional roleplay-
ing game, but there are some special considerations to keep
in mind. Like it was already mentioned in the introduction
this is a film noir genre game. This means simply that the
ideal way to play is to simulate the drama and plot develop-
ment of film noir movies. This section will give you a deeper
understanding of film noir. In addition to that there are in-
structions on how to create a story that fits this game. In the
end an example story is provided as a starting point for play-
ing.
152
stories
▪ Character development
▪ Purposefully harming characters
▪ Seeking dramatic solutions (e.g. Flashbacks)
▪ Revealing the character’s weaknesses (e.g. Monologues)
▪ Relationships between player characters
▪ Struggling and trying to overcome weaknesses
153
FILM NOIR STORY STRUCTURE
Not all stories in Grim Noir need to follow the traditional
structure of film noir, but it is helpful to know it in order to
use parts of it effectively. The storyline in film noir follows
roughly a structure where the hero, or in this case heroes, be-
gin their quest and descend into The City, into the trap that
will hold them thereafter. In the game this could be the char-
acters discovering their gifts and the supernatural. Once this
has happened there is no turning back, no returning to the
mundane and the ordinary. They have slipped into the night
and there they must persist or fall victim to forces infinitely
larger than them.
154
stories
they manage to survive the bottom of the pit that is the end
and climax of the story. At the end, any ”good” or idealistic
parts of the heroes are gone (if there ever was any to begin
with) and any noble or ”good” non-player characters are sure
to have perished one way or the other.
The actor that lured the heroes into the labyrinth is either
abandoned or destroyed in the end, perhaps sacrificing her-
self for the heroes. If the hero or heroes survive, they are al-
ways less than when they begun the journey. If they gained
something, they also lost something more important and are
most likely broken or hollow after their experience.
155
STORY SPIRAL
All good stories have a starting point that captivates the audi-
ence and a memorable ending that makes people talk about
it for days. The stories of Grim Noir are all about the endings,
and the stories usually end in a very grim way.
SPIRAL STRUCTURE
The spiral structure is a planning tool for the game masters
to design stories that escalate into the spiral that helps the
game attain a feeling of film noir movies. The spiral gives the
story a structure that is a mixture of emotional highs and
lows, helping to build a story where the stakes keep going
higher as the mystery starts to unravel.
▪ a starting point
▪ a series of clues
▪ a gruesome ending
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stories
STARTING POINT
The spiral starts with an event that sets the story in motion
and causes the characters to take action. The starting point
provides a mystery to be solved: The death of a close friend,
a crime that shocks the neighbourhood, or a supernatural
event that leaves a lot of questions unanswered.
SERIES OF CLUES
The clues give the players their first steps towards solving the
mystery, while also keeping the story going forward. A major
clue should give the players enough information to move on,
often even sending them to a new location. Each clue should
also lead to an meaningful event, like a minor conflict,
friendly encounter or a major discovery.
GRUESOME ENDING
As the story develops and the spiral spins tighter, the clues
will lead up to more and more riskier situations. Eventually
the characters will end up in a situation that requires them to
make difficult decisions: The case will be resolved, but with a
price. A spiraling story ends gruesomely with an unpre-
ventable tragedy or an impossible choice with two equally
bad results.
Place the spiral on the table openly in front of the players. It’s
just as important for the players to observe the current phase
of the spiral as it is for the GM. At the beginning of the game
157
place a token on phase zero of the spiral. Whenever PCs find
a core clue move the token forward one phase. The GM de-
scribes the world according to the instructions on each phase.
The players adjust their character’s reactions accordingly to
match the thematic atmosphere in each phase.
LONGER CAMPAIGNS
If you plan to run a longer campaign with more core clues you
can adjust each section of the spiral by adding more clues one
by one to each section starting from the beginning.
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stories
The City feels oppressive like all hope is draining out. People
look tired and hopeless. Being outside feels dangerous as if
behind every corner there is a disaster waiting to happen.
The City feels like it’s falling apart. All roads lead to doom and
disaster and there is no clear way out. There is no turning
back now, but the future does not look good either.
159
MYSTERY IDEAS
A couple of ideas to get you started with your Grim Noir
Game. You can use these ideas as the base or a part of your
main story. In case you would like to try a complete story you
can try the introductory story Vicious Spiral at the end of this
section. If you would like to try a longer pre-made example
story, check the end of the book for details on Dead-end
Murder
INTRODUCTION TO THE
SUPERNATURAL
Characters are journalists
who happen to witness a
Reaper taking a soul of a
car accident victim. As they
pursue the Reaper in hopes
of a story they awaken to
realize that they too are
Reapers. How will they re-
act to the new world that is
opened to them?
DETECTIVE STORY
Characters are a team of
detectives that are assigned
a murder case. Slowly
through the investigation
the supernatural is re-
vealed to them as they real-
ize that there is a Reaper
feud behind the murder.
The investigators enter the world of Reapers as they search
for the murderer.
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stories
DIRTY COPS
Some of the police officers are taking bribes and turning a
blind eye to some local ac-
tivities. Those activities
turn out to be more dan-
gerous than the investiga-
tors may have believed.
161
HELL IS WINNING THE WAR
Recently Hell has been gaining more and more influence in
The City and has started to enlarge its territory towards
Heaven’s side. It seems Heaven is indeed losing the cold war
and desperate measures are needed to somehow stop Hell
from gaining too much power. The characters are hired by
the agent of Heaven to help keep the balance.
162
stories
Player Characters
For this example case the players can choose from four ready
characters.
If you want you can also create your own characters, but for
a quicker start the example characters are recommended.
163
Pierre Delugo - The Doctor
Just a few years ago your career was racing forward like a well
oiled car. Then a famous soccer player Roderick “Quickstep”
Johnson died on your operating table. That practically ended
your career, and now everyone seems to be making fun of
your medical skills. Pierre Delugo - The doctor who killed ev-
eryone’s favorite athlete. As no hospital would hire you again,
you had to look for patients from more shady places. At least
the Mafia pays well for your services.
For many years you were a normal cop among all the others.
You did your job well and took small bribes just like any other
cop in the force. That all ended when you let a drunk-driving
politician go with just a warning, only to find out later that he
had ran over your wife. Could the fates be more cruel to a
man? As soon as your wife’s body was laid six feet under, you
left the force and dedicated your life to exposing corrupt
politicians.
You just got out of prison after serving a half a year sentence
for embezzling your political campaigns funds. Of course
there were others involved as well, but somehow you are the
only one who got caught and ended up incarcerated. You still
have your politicians wits about you, but you are painfully
aware that all the cops in this town know your face and still
remember what you did.
164
stories
A Sad Sight
Late night. It’s raining. Player characters have arrived in front
of Oscar Kingsley’s house in the Sprawl. It’s an older two
storey wood house surrounded by yellow police tape. Earlier
tonight their friend was killed here. The report came in just a
few hours ago.
GETTING INSIDE
Persuade
Use Investigative Ability: Cop talk to assure him that you have
every right to be here. No need to spend points.
Sneak inside
165
The house is a mess. Items have been scattered on the floor
and furniture has been knocked over. On the floor at the bot-
tom of the stairs are white chalk lines that mark where Oscar
died. Blood splatters are still fresh on the floor.
This is clearly where Oscar died and it does not look like the
passed away peacefully.
STABILITY TEST
166
stories
INVESTIGATION
167
OSCAR’S DEATH
It’s late, but you are still up. Reading at your desk, in your
study. You hear a voice from the other room. Carefully you
move to see what it was. You take a candelabra from the table
and weigh it in your hands. It’s heavy. You move into the en-
trance hall, but cannot see anyone. Relieved you lower the
candelabra and that’s when you feel the pain in your side. A
knife. You stumble a few steps forward and look behind you.
A man with a beard and a scar on his face. He looks at you
without emotion as you fall. You can’t breathe and it gets dark.
There is nothing else to find out here. The PCs have learned
all they can and must push forward. Someone killed their
friend and they are not about to let that slide.
168
stories
Reaper business
The agent of Hell has his domain in the back room of
Franklin & Sons Law Firm, in Downtown. Inside the back
room temperature runs higher than normal and everyone
who enters feels their muscles tense as if they had just fin-
ished a tough workout.
DEAL
For the price of one soul the agent can give the following in-
formation:
• If the PCs did not yet witness the death of Oscar earlier
the agent offers the same vision as a bonus.
169
Italian flavor
The restaurant La Bussola in Sprawl is a traditional restaurant
that seems to be doing too well considering it’s remote loca-
tion. Now it’s no longer a mystery why, it’s probably a front
for the mafia and used for laundering money.
FINDING BRUNO
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stories
Once inside the PCs will recognize Bruno as the man with a
beard and a scar on his face. Provided that they found out his
appearance earlier. If not they still need to somehow identify
Bruno among the poker players.
Should they start a fight Bruno will fight back with all he’s got.
BRUNO CARMENA
Hit Threshold: 3
Alertness Modifier: +1 / 0
Stealth Modifier: -1
Most of the poker players won’t interfere with the fight and
will escape the room if they can. This will cause a commotion
in the restaurant, but likely there is no worry that anyone
would interfere with Mafia business.
Two of the mafia’s goons in the room will however join the
fight.
171
MAFIA GOON
Hit Threshold: 3
Aftermath
Whatever the PCs decided to do to Bruno they have now
solved the case and know what happened to their late friend.
What happens next is up to the players. Will they pursue the
man behind the hit order or will they leave it at getting even
with Bruno? In either case their friend will still be dead and
the City is a sadder place because of it.
172
Pierre Delugo Ridiculed
Doctor
Guilt
Frank Cohen Death in the family
Reporter
CLUES
If a piece of information is essential to move the story on, it’s
a core clue. It costs nothing. You can also offer minor tidbits
of information at 0 points, if the information not consequen-
tial enough to be worth a point spend.
178
Running scenarios
clues easy to acquire, so that players can get on with the fun
of figuring out how they fit together. Facilitate this by making
choices that get information into the hands of players. Habits
die hard, so make sure you’re not slipping back into the old
paradigm and making the clues hard to get.
When you prepare your next session, you can use the Investi-
gator Roster to see what interests your players. If someone has
a 3-point rating in Art History, you could add a some forged
artwork or a menacing sculpture to your notes. This is partic-
ularly useful in an improvised game.
179
GIVING OUT CLUES
To give out information, the PC needs to be in the right place,
with the right ability, and use that ability. This section deals
with each of these preconditions. In short though, whatever
you’ve done in other games, you should always err on the
side of giving out information, not holding it back.
180
Running scenarios
▪ “You get the feeling that this guy is a low level criminal.” (Street-
wise)
▪ “The squeal of a police scanner tells you you’ve got a wannabe
cop on your hands. “ (Cop Talk)
▪ “You sense a coldness in the room and suspect there might be a
spirit nearby.” (Reaper Sight)
The major device you’ll want to adopt, needed for all, but the
smallest groups, is the conceit of elastic participation. Use the
concept of elastic participation to ensure that there is al-
ways a PC in the right place. GUMSHOE works best when
you assume that everyone is kind-of sort-of along for every
scene—without squinting too hard at any resulting logic or
staging absurdities.
181
ROLLING FOR CLUES AND THE GUMSHOE STYLE
Just as in games where you roll for clues, players always have
to describe a logical course of action that might lead to their
getting information, directly or indirectly suggesting the abil-
ity you use to get it. In the traditional model, there’s a roll;
you supply the information on a success. In GUMSHOE, this
step is skipped—but it’s the only step skipped.
Traditional style:
Player: I succeed.
GM: It’s blunt force trauma to the back of the skull. There
are traces of a slimy residue.
GUMSHOE style:
182
Running scenarios
183
ENDING SCENES
In a novel or TV episode, writers can freely cut to the next
scene when their characters have acquired all of the clues
available in the current one. The characters might stick
around for hours tying up loose ends and pursuing fruitless
questions, but this doesn’t happen on screen. We, the audi-
ence, are not forced to sit through such sequences.
Before play, take an index card and write on it, in big block
letters, the word SCENE. As soon as the players have gleaned
the core clue and most or all of the secondary clues in a scene,
and the action begins to drag, hold up the card. When the
players see this, they know to move on. (Of course, you have
to explain the cue to them before play begins.) Easy, efficient,
yet somehow not nearly as disruptive or jarring as a verbal
instruction.
184
Running scenarios
EXAMPLE CHARACTERS
Each story you create will no doubt have plenty of unique
characters that you have created to fit perfectly in to the nar-
rative you’ve built. While you should hand craft the most im-
portant characters in your story there are always times when
you need to suddenly bring up a new character that you did
not have time to flesh out. Or times when you just want to get
some inspiration or guidance for what kind of stats to use on
your characters.
186
Example characters
The first thing to understand about betting in this city is that the
game has been rigged from the start. Why even attempt to earn your
spot in Heaven through faith if you can make a deal to secure it for
good?
Weapons/Damage: Fists -2
Hit Threshold: 3
Alertness Modifier: 0
Stealth Modifier: +1
The way I see it I would rather deal with the Devil I know than an
angel who is beyond my understanding. It’s a classic; searching for
lost keys under the spotlight because that’s where you can see. Well, I
hate living in the dark and at least Hell seems to provide some real
insight into what is going on.
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: 0
187
REAPER, NEUTRAL
Picking sides just means you get pulled into their inane games. I for
sure will not become their marionette. I’ll make the least amount of
compromising deals as possible and stay the hell away from the lime-
light.
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +1
POLICE OFFICER
I don’t have time to worry about anything else than my own family.
If keeping my wife and kids safe means occasionally looking away or
taking an envelope you can be goddamn sure I don’t think about it
twice.
Hit Threshold: 3
Armor: 1
Alertness Modifier: 0
Stealth Modifier: 0
188
Example characters
DETECTIVE
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +1
MUGGER
The Bloat is becoming crazier day by day. Is it not enough that I lost
my job? Even my apartment is taken over, and by rats of all things! I
just need to get enough lettuce to survive today. I swear it’s going to
be just this once. Just once.
Hit Threshold: 2
Alertness Modifier: -1
Stealth Modifier: 0
189
MAFIA ENFORCER
Hit Threshold: 3
Armor: 1
Alertness Modifier: 0
Stealth Modifier: -1
ZOMBIE
I’m sure I died, but here I am. Rotting away. The world makes no
sense anymore. Better to hide away somewhere. Might find a good
hiding spot in the Smokestacks. Not many people there at night.
Hit Threshold: 3
Alertness Modifier: 0
Stealth Modifier: +1
190
Example characters
GHOUL
Weapons/Damage: Claws +1
Hit Threshold: 4
Alertness Modifier: +2
Stealth Modifier: 0
191
POLTERGEIST
They still haven’t found me those fools. Reapers they called them-
selves. Dealing death to those already dead. What a joke. They WILL
NOT take me. I will hide and I will run. No matter how many times
I have to.
Hit Threshold: 4
Alertness Modifier: -1
Stealth Modifier: +1
WRAITH
Hit Threshold: 4
Alertness Modifier: +2
Stealth Modifier: +2
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Example characters
AGENT OF HEAVEN
Hit Threshold: 5
Alertness Modifier: +2
Stealth Modifier: -2
AGENT OF HELL
Interesting deals are all I care about nowadays. Great war this and
important Pact that. I was told this was an important assignment,
but turns out I didn’t read the fine print. Well, at least here I can write
the fine print myself and write it I will.
Hit Threshold: 5
Alertness Modifier: +2
Stealth Modifier: -2
193
THIRD PARTY AGENT
You are not supposed to have heard of me, but since you are here we
might as well discuss business. Oh put your souls away I have no need
of them. Instead... How about a favor for a favor?
Weapons/Damage: Fists -2
Hit Threshold: 5
Alertness Modifier: +2
Stealth Modifier: -2
ASSASSIN
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +2
194
Example characters
QUICK REFERENCE GUIDE
On the following pages you’ll find useful tables collected to-
gether for easier access. In addition the character sheet is also
found here.
196
Action DIFFICULTY ATTACK DIFFICULTY HIT THRESHOLD
Normal action in a normal situation 4 Normal 3
Opposed challenge 4
SOUL SPEND
0 3
ARMOR PROTECTION
1 2
Light armor 1
2 1
Heavy armor 3
3 0
Stability
Event DURING GAME Stability gain incident
loss
At the beginning of every game session 1 You see something that should be impossible 2
Visit home 1 You are in a car or other vehicle accident serious
2
enough to pose a risk of injury
Meet friends and family (Core Relationship) 1
You experience something that should be impos-
3
Visit workplace and get some normal work done 1 sible
Drink whisky after a shocking incident You see a supernatural creature from a distance 3
1
198
QUICK REFERENCE GUIDE
199
Dead-End Murder
Dead-End Murder
A Case File for Grim Noir RPG
A high profile business man is found murdered under
strange circumstances. The higher-ups want to bury the
case as a “straightforward, run-of-the-mill murder”, but
there are too many puzzle pieces that do not match.
Available
in
2021
An occult mystery roleplaying game
powered by the GUMSHOE system
Grim Noir is a film noir RPG about occult mysteries, shady
deals in dark alleys and glamorous restaurants. In Grim Noir
you take on the role of a group of detectives that gather clues in
order to piece together a solution to the mystery your game
master has created. In Grim Noir, mysteries have a supernatu-
ral or an occult twist that makes them too dangerous for the
City’s regular police.