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Playtester Guide
By
Ashton Saylor
Foreword
This guide is a no-lace-and-frills rulebook for use by playtesters. Here, we assume that you the reader already know
what Theatre Noir is and why you should be playing it (or at least have some idea!), as well as what a roleplaying game is
and the basics of how to play one. We’ll dive right into the rules without much by way of the art and flavor text which
would make this whole thing more appealing to newbies.
Roll Intelligences
Instead of a traditional lineup of “Attributes” as you
may be familiar with from, oh… most rpgs, Theatre Noir
uses seven Intelligences based on the Theory of Multiple
Intelligences by Howard Gardner. You can easily google,
“Theory of Multiple Intelligences” for more information,
however here is a brief summary of how they are used for
the purposes of this game.
Initiative Dice
Alert and Ready 3d6
Inattentive 2d6
Focused Elsewhere 1d6
Initiative
When a situation gets tense, it’s important to have rules
Damage and Injury
to control the flow of action. In Theatre Noir, when a Many stories include an element of danger, so what
moment of crisis comes, an Initiative system is used to happens when a character crosses the line? Humans are
determine which characters respond the most quickly, capable of great deeds, but we are limited by the bodies
and who acts in what order. Initiative is a useful rule to in which we live, and those bodies can be fragile.
invoke whenever many characters all want to do In Theatre Noir, damage is rolled using a number of d6s
something at about the same time. (along the same lines as the Initiative mechanic). The
Initiative uses the Total Value dice mechanic described number of d6s rolled depends on how deadly the injury
in the Introduction, in which a number of d6s are rolled has the potential to be. A typical punch does just one d6
and the character’s Initiative Skill Number is added to the of damage, a kick or a knife two, a typical pistol, three,
result. and so on. See the Damage Chart for a guideline as to
The number of d6s a character gets to roll will depend how much damage each source of injury may do.
upon on how ready and attentive each character is. A Hit Location:
highly-alert character may roll 3d6 while a someone In Theatre Noir, damage is tracked separately by part of
slightly distracted will only roll 2d6. A character focused the body. Whenever a character takes damage, a twelve-
on something else entirely may only roll 1d6. The Director sided dice should also be rolled to determine which hit
always has final say how many initiative dice each location is struck. See the body chart (on each character
character can roll. sheet) to determine which body
The Initiative Skill Number, which What constitutes “a single brief action?” part each number on the d12
gets added to the result of the This is ultimately up to the Director to corresponds to.
Initiative Dice, is always equal to arbitrate, but as a good rule of thumb, a Note that when making
[Wits(Reflexes) + the most relevant character should be allowed to attempt a attacks, called shots are
other skill]. Which other skill is the single skill test per action. Often simple possible. When declaring a
most relevant will depend on the tasks, such as opening a door or moving a specific hit location as the target
nature of the circumstances of the short distance, will be abstracted out. For a of an attack, the attack roll
action. In a fight scene, the roll more detailed time management and takes a 1 step penalty if
could be [Wits(Reflexes) + actions system, consider using the Genre: declaring the torso or either leg,
Fight(any)], while in a social scene, Action rules.
a 2 step penalty if declaring an arm, or a 3 step penalty if Shock recovery for the minute during which the exertion
declaring the head as the target of the attack. takes place.
In the case of complete rest, Shock recovers more
Armor quickly, at the rate of one point per
If the hit location that has been Damage Chart combat round. But the only way this
determined is protected by any Punch 1d6 would typically happen during
armor, that armor will have a rating, Fall, per 10 Feet 1d6 combat is if a character succumbs to
usually between 1 and 5. This rating Kick 2d6 Shock and passes out. Otherwise, the
reduces the number of dice of Knife 2d6 physical exertion of combat prevents
damage the character takes. Baseball Bat 3d6 any shock recovery.
Pistol 3d6 If a character is passed out due to
Sword 4d6 Shock, she may make another Shock
Shock
Heavy Pistol 4d6 Test each round, after recovery of
Realistically, humans will often be
Assault Rifle* 5d6 the allotted one point of Shock. With
incapacitated by shock and blood
Shotgun** 6d6 success, she wakes up. She may take
loss long before their bodies are
Long Rifle 7d6 only limited action on the turn she
completely destroyed. In Theatre
Sniper Rifle 8d6 wakes up, using that turn mostly to
Noir, this is represented by the Shock * Assault Rifles fire in bursts. Randomize how
get up and re-orient herself, but the
rules. many bullets hit (1d3) and multiply damage Director may allow a small amount of
Any time a character takes physical ** Shotgun damage goes down with range
movement as well, say, to get behind
damage, she also takes an amount of
cover. The recovered character may join the action again
Shock damage equal to the number of dice of damage
as normal on the following round.
that get rolled. Because Shock affects the central nervous
system, all Shock damage is cumulative, regardless of the Injury and Death
hit location where it was sustained. If any hit location
Head Blows and Shock: Any blow which strikes the Optional Injury Penalties
takes more damage
head causes double the normal Shock damage, due to the In the basic game rules,
than its level of hit
overabundance of nerves, sensory organs and brain injury penalties are left at
points—noted on the
matter in the head. Furthermore, any blow which strikes the discretion of the
Body Chart—then that
the head always causes at least one point of Shock Director. As a general rule, if
part of the body
damage, even if armor would otherwise have reduced the the Director deems an injury
becomes severely
damage to zero. (that did not severely
wounded and can no
wound) would impact
Going into Shock longer be used. If the
performance, then the roll in
Whenever a character takes Shock damage that leaves head becomes severely
question is made with a +1
him with at least four Shock Points, that character must wounded, the
step penalty. More detailed
immediately make a Shock Roll. This is a roll of Willpower character immediately
injury rules are provided in
+ Fight at a Difficulty level equal to the number of Shock gets knocked out and
the Gritty section.
Points the character has accumulated (rounded down to can take no further
the nearest valid difficulty number). If a character fails actions. If the torso becomes severely wounded, the
this roll, he immediately goes into Shock and may do character does not necessarily pass out, but loses
nothing whatsoever until he recovers. effective use of her torso and legs.
If any hit location takes more than twice its hit points in
Recovering from Shock damage, that hit location is completely destroyed and will
Compared to other forms of damage, characters never recover. If a limb is destroyed, the character is
recover quickly from Shock. A character engaged in maimed and that limb is gone forever. If the head or torso
normal, light physical activity recovers from one point of are destroyed, the character is instantly killed.
Shock per The Genre: Gritty rules introduce more advanced rules
Shock Test Difficulty Levels minute. for sustaining injury, with all sorts of fun specific injuries
0-3 Shock No Test However, any and injury penalties, based on the hit location, type of
4-5 Shock 2d4 amount of damage, and luck.
6-7 Shock 2d6 physical or
8-9 Shock 2d8 mental exertion
etc. etc. will prevent
Guns Gear
Firearm Cost Damage Range Increment Item Cost
Pistol 1 3 20 m Old Car 1
Heavy Pistol 2 4 30 m New Car 2
Shotgun (range decreases 2 6 10 m Top Model Car 3
dmg and accuracy) Personal Helicopter 4
SMG (burst fire) 2 3 20 m Survival Gear 1
Hunting Rifle 2 6 70 m Medical Kit 1
Assault Rifle (burst fire) 3 5 50 m Stock of Medical Supplies 2
Sniper Rifle (lever action) 3 8 100 m Laptop 1
Burst Fire: -1 step bonus to hit, roll 1d3 for bullets that hit, multiple dmg by the result Smartphone 1
Lever Action: takes one full action to cycle the chamber between shots Bullet-proof vest 1