DAZ Studio, no postwork. Click to enlarge.
The world needs more Femme Noir, don’t you think?
DAZ Studio, no postwork. Click to enlarge.
The world needs more Femme Noir, don’t you think?
If Raymond Chandler had written The Lord of the Rings, it might have gone something like this……….
The story begins with a funeral, and the reading of a will. General William Baggins is dead, and has bequeathed his entire estate to his adopted son Freddy – with one condition. In his youth and before his rise to respectability, William Baggins was something of a thief, and he wants his son to return one item in particular to it’s rightful owner; a ring.
Freddy enlists the help of Alf Grand, private investigator, and he discovers that the ring was owned by Sour Ron, the Eastside gangland boss. For reasons of his own Alf agrees to help Freddy in his quest to return the ring. He hangs around to make enquiries while Freddy sets off with Sam “the Man” Gamgee, and Pip & Merry Thurgood, a couple of two-bit hustlers.
Meanwhile, Sour Ron has heard that the Ring has resurfaced after believing it missing and long gone. This is one item that can link him with a particularly violent heist several years ago – it bears the makers’ hallmark and an inscription he added later that says “One Ron to Rule them All”. Were it to fall into the wrong hands (the cops, or worse still, the hands of other gang leaders who could use it as leverage), his days of freedom would be over. He despatches several thugs to retrieve the ring and make sure there’s no witnesses.
Freddy & co start to feel the heat pretty quickly, and end up on the run. They make it to the Pony, a speakeasy run by Barliman, a known snitch for the police. While there they meet up with Harry Gorn, an old friend of Alf Grand and handy guy to have on your side in a fight. He proves his worth at Wind Hill where he manages to drive off several of Sour Ron’s heavies – but not before Freddy takes a bullet!
Here endeth Book I. More to follow!
” Knights had no meaning in this game. It wasn’t a game for knights.”
— Raymond Chandler, The Big Sleep
The name’s Sloane. I work out of a small office at the back end of the Temple of Erathis. That’s the side which faces the Warrens so it ain’t a pretty view through the window. I like it that way. Me, I’m their Public Inquisitor. It’s my job to make sure that any crimes commited in this city don’t have larger repercussions. A dame killed in a crime of passion is one thing, but if that dame happens to be someone important, that puts a whole other angle on things. There’s power-plays, politics, spying and a whole host of deadly sins to look out for.
What that means is I try to solve the crime while the City Watch just mops up the blood. All in the service of the City, of course. Pass me that bottle, will ya?
Dirty little secret: Sloane is a hard drinker and hard fighter yet possesses a gruff chivalric nobility when it comes to women. There’s a look in his eyes that shows he’s been hurt in love too many times to be hurt again, and his rough exterior is more than just for show. It’s protection.
Notes: Aleksis Sloane, P.I. (Public Inquisitor) is a dark-boiled fantasy noir detective clad in chainmail, trenchcoat and trilby who investigates the kind of crimes that most folks (the wealthy, especially) don’t want investigating. As Cleric of Erathis his first love is to his City, and he’s always on the look-out for crimes that might somehow weaken it’s security. Whether it’s the murder of a sewer-worker, the poisoning of a City Guard or a case of blackmail among the nobility, Sloane will be there to uncover the truth. Whether it wants to be uncovered or not.
Statwise, Sloane is tougher than he looks, and while he’s not the smartest guy around he possesses a dogged intelligence that usually gets to the right answer in the end. In combat he doesn’t hold back – “mercy is overrated” – but will hesitate before pulling a weapon on a woman. That will be his downfall one day.
Aleksis Sloane, Male Lawful Good Human Cleric-1
Str 16, Con 12, Dex 10, Int 13, Wis 14, Cha 13
HP 24, bloodied 12, surges 6×8/day
AC 16 (chain), Fort 14, Ref 12, Will 15, Init +0, Speed 5
Mace +5 vs AC, 1d8+3, versatile
Lance of Faith/w +2 vs Ref, Righteous Brand/w +5 vs AC, Sacred Flame/w +2 vs Ref
Healing Word/e2, Divine Fortune/e or Turn Undead/e +2 vs Will, Wrathful Thunder/e +5 vs AC
Avenging Flame/d +5 vs AC
Acrobatics +1, Arcana +3, Athletics +4, Bluff +3, Diplomacy +6, Dungeoneering +4, Endurance +2, Heal +7, History +6, Insight +7, Intimidate +3, Nature +4, Perception +6, Religion +6, Stealth +1, Streetwise +3, Thievery +1
Common, Goblin
Alertness, Jack of all Trades, Healer’s Lore
Rituals: Gentle Repose, Brew Potion
Crime Boss. Family man. Ogre. Whatever you think of Very Big Vinnie – doesn’t matter. He’s da boss in the Warrens, and whether it’s racketeering, spell component laundering or speakeasies, if it’s in the Warrens, the gold pieces ultimately end up in Very Big Vinnie’s pockets. He might not be the brightest Crime Boss the world has ever known, but he got where he is today by hurting an awful lot of smart folks. He rewards loyalty well, but doesn’t believe in second chances. You screw up, and you get screwed up. Capiche?
Dirty little secret: Dude. He’s a crime boss. Where do we start? As an ogre though he doesn’t have many skeletons in the closet as he’s eaten most of them.

Very Big Vinnie, Chaotic evil Ogre Savage Rogue, Level 8 Elite, XP 700
Str 21, Con 21, Dex 11, Int 7, Wis 11, Cha 12
HP 175, bloodied 88, Speed 8, Init +4, Perception +4
AC 19, Fort 23, Ref 18, Will 18, AP 1
Intimidate +7, Thievery +9
Giant, Common
Brass Knuckles, +11 vs. AC, 1d8+5
Angry Smash, recharge 6, The ogre makes a melee attack, but gets two attack rolls and takes the better result.
Deft Strike/w +4 vs AC, Mob Mentality/e, Cloud of Steel/e +4 vs AC, Deep Cut/d +4 vs AC
Equipment: Well tailored suit, Crossbow, Brass Knuckles
First Strike, Rogue Tactics (Brutal Scoundrel), Rogue Weapon Talent, Sneak Attack +2d6
I sat down on the edge of a deep soft chair and looked at Mrs Regan. She was worth a stare. She was trouble. She was stretched out on a modernistic chaise-longue with her slippers off, so I stared at her legs in the sheerest silk stockings. They seemed to be arranged to stare at. They were visible to the knee and one of them well beyond. The knees were dimpled, not bony and sharp. The calves were beautiful, the ankles long and slim and with enough melodic line for a tone poem. She was tall and rangy and strong-looking. Her head was against an ivory satin cushion. Her hair was black and wiry and parted in the middle and she had the hot black eyes of the portrait in the hall. She had a good mouth and a good chin. There was a sulky droop to her lips and the lower lip was full.
– The Big Sleep, Ranymond Chandler
I mentioned that I quite like Raymond Chandler, right?
“That’s the thing about dwarves: we never give up. I’ve never quit a case yet, and this is not going to be my first. Some have taken me 75 years to solve, but I cracked it in the end. And that’s what it’s all about, right? Cracking the case.”
Gloin Sladehammer is an urbanized Dwarf who works as Private Investigator in Vampyr Point. He’s dealt with murders, kidnappings, fraud and undead infestations; it’s all in his line of work, and so long as the pay is good he’ll take pretty much any case. He prides himself on his faultless record – “No crime left unsolved!” – and raw tenacity. He’s never quit a case yet.
He rents a shabby apartment in the Warrens district of Vampyr Point, and has an apartment close by. As PIs go, he’s very organised with every case, suspect and victim filed in (dwarven) alphabetic order in a wall length block of filing cabinets. He’s fastiduous about his appearance and is always well suited and groomed, especially when money is good. Which ain’t often.
Dirty little secret: Gloin isn’t as clever as he thinks himself out to be, and he’s more likely to stumble through a case than actually solve it in a reasonable length of time. That 75 year old case he proudly boasts about, for example. If pressed, he’ll admit that it was a kidnapping. The victim was long dead, the crook long gone. Not good. But hey, he solved it in the end, and that’s what matters, right? That’s what he mutters to himself as he sleeps, the guilt gnawing at him from the inside.
Notes: While the Powers system is good, take the emphasis away from it and 4e D&D becomes better still. Here’s a Dwarven Fighter who specializes in unfighterly things, using his Skill choices and Feats to strengthen his out of combat abilities. When it comes to combat, Gloin has a .38 Remington service revolver bulging under his arm, and a pair of meaty fists that’ll knock the wind out of any Ogre mook. As per my Fantasy Noir house-rules, he has Unarmed Weapon Proficiency for free, granting a +2 prof. bonus with unarmed attacks and can use unarmed attacks with Powers that require a Weapon.
Gloin Sladehamer, Lawful Good Dwarf Fighter-3
STR 12, CON 18, DEX 10, INT 14, WIS 15, CHA 11
HP 45, bloodied 22, surges 11×13/day
AC 13 (Well tailored suit), Fort 17, Ref 13, Will 13, Init +1, Speed 5
Fists +4 vs AC, 1d4+1
.38 Remington (as per Shortbow) +3 vs AC, 1d8, range 15/20, Load free, small
Cleave/w +5 vs AC, Sure Strike/w +7 vs AC
Covering Attack/e +5 vs AC, Rain of Blows/e +5 vs AC
Boundless Endurance/d, Brute Strike/d +5 vs AC
Dungeoneering +5, Endurance +12, Insight +8, Intimidate +6, Perception +8, Streetwise +6
Common, Dwarven, Ogre
Skill Training (Insight & Perception), Low-light Vision, Cast Iron Stomach, Dwarven Resilience, Dwarven Weapon Proficiencies, Unarmed Weapon Proficiency, Stand Your Ground, Combat Challenge, Combat Superiority, One-handed Combat Style
(do you see a theme developing here?)
In which Jervis “Greywulf” Malloy sets up a scene-based Fantasy Noir style adventure, and shows how to use Skill Challenges to pull it all together to a Sufficiently Exciting Conclusion. Roll up your sleeves and get your coat, folks. We’re going for a ride!
One of the lessons I learned from Tiny Adventures is that Skill Challenges can be used as a framework to hold an entire adventure together. I’ve already covered this before, but it bears repeating, especially as I can use them as a way to prepare a Fantasy Noir session, all at the same time.
This is going to be a 1st level one-shot investigation-based adventure, so let’s set it at complexity 1; this means the players need 4 successes before 3 failures (errata, remember?). If the adventure is going to run over several sessions, I just bump up the complexity accordingly with a 2-session adventure being complexity 2, etc. This keeps the numbers simple, and that’s always a Good Thing. Solving the crime is a Major Quest shared between all the participants (see DMG p122 for XP rewards). If the players suggest any character specific goals, award them Minor Quest XP accordingly if they succeed.
As it’s a single session I’m going to aim for two major combat Encounters, one of which is the climactic final battle where Our Heroes apprehend the murderer. By apprehend, I do of course mean kill. Hey, this is D&D, after all; you know how players are. That means there’s room for one Encounter to fold into the Skill Challenge….. but I’m getting ahead of myself. Let’s start at the beginning.
Act I, Scene I – Faceless Crimes
“The dame sure was dead. I seen dead folks before, and this was one of ‘em. She lay face down, or would have, if she had a face to be down. There were no eyes, lips or nose, just a featureless layer of skin, like flesh had been drawn over an eggshell. It wasn’t a pretty sight, and judging by the body on this dame, it should have been.”
The party have been hired to investigate the strange death of Scylla Black, raven-haired elven songstress from the Blue Dragon Club. She was found in her home by her manager, Lumpy Gherkin the Gnome Impresario, in the early hours of Day One. It’s now mid-afternoon, and raining. Lumpy will pay the party 100gp if they solve the crime, and an additional 50gp is they can keep things quiet. Murder is bad for business.
There’s no obvious clues to how she died – no forced entry or sign of a struggle, and no injuries on her body apart from the strange lack of facial features. It’s a fair guess that she suffocated though. Award 50xp to the first player to suggest it.
The players can learn two things from the crime scene (ie, 2 potential successes). A DC 15 Diplomacy, Insight or Intimidate check while questioning Lumpy will reveal this little snippet about Scylla’s chequered past: “I don’t ask questions about my singers’ history, but I do know this; Scylla use to be a slave. She’s got a slavemark. I saw it once, when she was changing before the act. I never mentioned it to no one though.”
The players find out the same information with a DC 10 Notice check if they examine the body. It’s a brand on the small of her back. Each slavemark is unique and they’ll need to head out to the Slave Pits to find out who this particular mark belongs to.
The other potential clue requires a DC 20 Arcana check. A trip to the local Wizard’s Guild or Arcane Library would grant a +3 to the roll. Success reveals that the only two races known for this kind of flesh transformation are Aboleths and an ancient Doppelganger sect.
If the players don’t make a move, Lumpy will offer to show them Scylla’s dressing room at the Blue Dragon Club as he’s about to head over there to interview new singers. Hey, he’s got a slot to fill and got to make a living somehow, right?
Act I, Scene II – The Slave Pits
If there’s one thing that’s worse than the smell of the slave pits, it’s the fact that you can’t get the stink off your clothes for days afterwards. That’s why the folks employ factors to do their dirty work for them. The players aren’t that lucky.
In the city of Vampyr Point vagrants, debtors and non-violent criminals are sentenced to the slave pits where they are sold into indentured slavery for a fixed amount of time. Their servitude lasts years or even decades, but their slavemark is with them forever. If any crime is committed while they are in servitude it’s the owner who takes the responsibility for not dealing with their “property” properly.
If the players show the pitsman on duty (a half-ogre of a man, but a nice guy when you get to know him) a drawing of the slavemark on Scylla’s back he tells them it belongs to House Klybredes, an old Elven family up on the Hill.
A DC 10 History or Streetwise check shows that the player recognises that name. They’re powerful landowners around these parts, and own the land on which many of the town’s Temples are built.
Act II, Scene I – Battle at The Blue Dragon Club
It’s eerily quiet at the Blue Dragon Club, but that’s what you’d expect of a nightclub before opening hours. Lumpy lets himself in with a key, muttering “stupid gal should be here by now”. Unfortunately, she is – or was. A young half-elf lays in a pool of blood on centre stage. If any of the characters make a DC 20 Perception check (this isn’t a part of the skill challenge!) they spot the ambush. If not, they’ve got one surprise round against these guys before they get their act together. Good luck to ‘em.
2 Elf Archers (125xp ea)
1 Elf Scout (125xp)
4 Orc Drudges (44xp ea)
(551xp total)
The elf “archers” are wielding bolt-action rifles that count in every way as longbows.
This combat should trigger a lot of questions. Orcs working with elves?! And who tipped them off that the players were on their way? Lumpy is under obvious suspicion, though he knows nothing. He’s an innocent dupe in the whole thing, and eager to scurry off home to safety.
The dead half-elf was clearly in the wrong place at the wrong time, the victim of an Orcish club to the back of the head. If the players start to make enquiries about her, she’s a recent out-of-towner hoping to make her fortunes in the big town. Poor girl.
There’s two clues to be found. The first is on the Elf Scout’s finger, automatically found if the players think to search. It’s a blue emerald ring carved in the shape of three rising tentacles. A DC 15 Dungeoneering or Religion check recognises that as the symbol of Thulu, one of the ancient primeval gods of the sea. There’s something odd about the orcs too. They have strange tentacle-like growths on their chins. Ick. Definitely from out of town.
In Scylla’s dressing room is a letter hidden behind a mirror (DC 15 Perception check to find). It’s a note from Duor’n Klybredes, head of the elven family, instructing her to “…..leave Vampyr Point forever, and never speak of what you saw whilst in our service. If you do not carry out this simple act of obedience, we shall see to it that you will never spy or speak of what you saw, ever again.”
Act II, Scene II – A Two-Faced Killing
If the players haven’t put together all the clues yet (that is, made four successes) and headed for the final act then they get a message the next day from one of the player’s contacts. There’s been another murder.
An elven body was found by the Docks. His clothes (what remains of them) marks him as a member of the Klybredes family, though identification is difficult due to the lack of face. He’s been in the water for some time.
A DC 15 Nature check helps work out where he originated based on the time of day and flow of the tides. This puts him at the foot of the cliffs below the Hill, and his injuries show that he must have been tossed from the top. Clearly, all is not well in the Klybredes household.
A silver locket is around his neck, but it’ll take a DC 10 Thievery check to palm it before the Dock Watch shoves the PCs out of the way. Inside is a curl of raven-black hair – a perfect match to Scylla’s flowing locks.
Act III – Final Act
The players should end up at the gates to Klybredes mansion on the Hill. It’s an imposing place that overlooks the ichor yellow bay far below. There’s several ways to get inside, from opening the gate lock (DC 20 Thievery) to climbing the gates (DC 15 Athletics) or fast-talking the gardener to let them in (DC 10 Bluff – he’s none too bright). Inside the house is musky, the walls oddly damp, as if the building itself has been dredged from the depths of the ocean.
Once inside, The players are greeted in the central hall by Duor’n Klybredes. A DC 20 Insight check (DC 10 for a Elven character) gives the player a hunch; something isn’t right – his movements and mannerisms aren’t……. well, elven. If the players accuse him of the murder(s) he’s crazy enough to immediately attack – and unfortunately, so are his allies.
“Duor’n Klybredes”, Doppelganer Sneak Star Pact Warlock (300xp)
2 Elf Scouts (125xp ea)
4 Orc Drudges (44xp ea)
(726xp total)
This is one tough battle and there’s plenty of floorspace and balconies to make it a doozy to run! If Duor’n Klybredes reaches 0hp he lets out a yell “You’re too late! He’s rising! He’s rising!” before dissolving into a pool of sickly yellowing goo.
The real Duor’n Klybredes is nowhere to be found, and there are still many questions to be answered. But that’s all for other scenarios, another time.
Each scene can be expanded as required – this is an outline, after all – by adding self-contained Skill Challenges or minor combats as time allows. Perhaps the players are being watched by a couple of tentacled Orc Drudges, or the investigation of Scylla’s body and apartments merits a full Skill Challenge. If the players pass that Skill Challenge, that counts as a success toward the main story Challenge.
There you go. One Noir-style Fantasy scenario for 4e D&D, with a healthy dash of Lovecraftian horror thrown in for good measure, all wrapped in an investigation-based Skill Challenge sesame seed bun. Yummy!
See?
Following on from the post about Fantasy Noir, here’s suitably Chanderesque fluff text for the 1st level Fighter Powers from the 4e PHB, just to give you a feel how this could be done. I’ll leave the other Powers as an exercise for the reader.
At-will
Cleave: “I swear boss, he was knocking us down like ninepins. He was takin’ us on two at a time!”
Reaping Strike: These thugs are no match for years in the ring. A quick jab and a slug from the side, and they don’t even feel the floor him ‘em on the way down.
Sure Strike: “……and then he got ‘im, right between the eyes.”
Tide of Iron: When I say get back, I mean (push!) GET BACK!
per Encounter
Covering Attack: ‘Slugger’ Axesmiter cracked his knuckles. “You get out the way, elf. This one is mine.”
Passing Attack: You lay into the heavies, swiping first one then the other with your mighty blows.
Spinning Sweep: You grit your teeth, striking a low blow that leaves the poor mook floored and gasping for breath.
Steel Serpent Strike: “You got one working kneecap left. Why not leave now while you still can?”
per Day
Brute Strike: “It’s all about traction, see? I hit, and you’re in traction.”
Comeback Strike: You spit a glob of blood, a broad grin on your face. “Whadya waiting for? I could do this all day!”
Villain’s Menace: You roll up your sleeves, focus turning entirely to the fight. “Good luck, fools. This is what I do.”
One thing that’s common to Noir, but poorly implemented (if at all) in 4e D&D is unarmed attacks. That’s easily solved by giving all the heroes Unarmed Weapon Proficiency for free, granting +2 to attack rolls for d4 damage with their fists. Allow feats such as Two-Weapon Fighting, Weapon Focus and Quick Draw (fastest fists in Faerun!) to apply to unarmed attacks, and allow any Power which requires a Weapon to be used with an unarmed attack. Want to get the players smashing chairs over the head of thugs? Suggest an Improvised Weapon Proficiency Feat which gives a +3 proficiency bonus with improvised weapons. Job done.
Want Wizard Powers too as an extra special bonus? They’re simple. Your typical Fantasy Noir Wizard is a skinny bespectacled fellow in well-worn tweed who drops Latin into everyday conversation. One quick trip to an English-Latin translator for some pseudo-Latin, and……
Cantrips
Ghost Sound: Phasma Sanus
Light: Lumen
Mage Hand: Veneficus Manus
Prestidigitation: Manus Frustro (hand trick)
At-will
Cloud of Daggers: Nubilus per Mucro
Magic Missile: Magus Contendo
Ray of Frost: Funis per Gelu (line of frost)
Scorching Burst: Igneus Eruptio
Thunderwave: Attonbitus Fluctus
per Encounter
Burning Hands: Igneus Manus
Chill Strike: Gelu Offendo
Force Orb: Navitas Orbis (energy orb)
Icy Terrain: Glacialis Terra
Ray of Enfeeblement: Funis per Infirmitas
per Day
Acid Arrow: Acidus Telum
Flaming Sphere: Igneus Orbis
Freezing Cloud: Gelidus Nubilus
Sleep: Sopor
Heck, I like these so much I might use ‘em all the time.
Find a Noir-style schtick for each Class, and it’s not difficult to turn 4e’s high-pixel flashiness into something more in keeping with the tone of the setting. Perhaps the Warlord’s Powers are the barked commands of a Sergeant, and your Rogue Powers double entendres breathed through sultry cigarette smoke.
Coming soon: A bevy of Fantasy Noir themed Characters du Jour!
I’m a big fan of the whole Noir style, whether it’s on film, in comics or five-a-dime pulp novels. Give me The Big Sleep, the Femme-Noir comics, The Maltese Falcon or Kiss Me Deadly and I’m in heaven. I love that dark, grim’n'gritty, seedy tone of the settings and the crumpled-yet-noble weariness of the heroes. And the dames…… oh, the dames!
That’s reflected in my superhero gaming; I’m more at home running street-level heroes who cruise the back alleys and docklands with their line-slingers that I am battling against aliens to save the world. Give me Daredevil over Superman any day.
This got me thinking. The tone of Noir is very much like the Points of Light concept in 4e D&D. Both have a dark, threatening setting with a barely-concealed evil round every corner, and both set the heroes up as one of the few lights of good in the world. So why not mix the two?
Here’s the twenty second pitch (to be read in a gravelly-throated drawl).
“Vampyr Point. Even the name of the town tells you it’s evil. The yellow coast fog drifts through the streets at dawn and brings a fresh taste of danger that even the sun cannot crack. It’s home to beholder gang leaders, ogre thugs and the worst scum that humanity can dreg up. Even the Eladrin Mayor isn’t on the up, but he’s too slippery to catch – so far. Me ‘n’ my friends are the only hope in this gods-forgotten place. Now if you’ll excuse me, I’ve an appointment with an elf and a whiskey bottle.”
The world of Noir is filled with shadowy alleyways and dockyards. There’s huge papermills and factories, tabloids, whiskey and cigarettes. Add goblin snitches, orc heavies and worse, and you’ve a recipe for pure D&D fun. Who needs dungeons when you can run a car chase against a machine-gun toting beholder?
If you want to bring guns into the setting (and what Noir would be fitting without them?) just use the stats for Shortbow and Longbow for guns and rifles. It’s quickest that way, and reflects the relative low-power of guns in traditional Noir. Keep the character classes as is, but come up with a suitable twist to each. Here’s a few suggestions.
Wizard
Every self-disrespecting town has at least one occult bookstore, and the Wizard class is a perfect shoe-in as the bookstore owner. He’s got access to all those forbidden tomes and casts a slightly grubby, sinister air as he walks the streets. While the common folk distrust him, he’s a firm friend and ally to those who know he merely studies evil to be able to defeat it wherever it’s shadow falls.
Paladin
The archetypal Private Detective class. The Paladin fights out of his strength of belief in Law and the forces of Good. Your Noir Paladin is as likely to be found with a whiskey bottle in his hands as he is with a longsword, and he’s going to be wearing a trenchcoat and trilby instead of chainmail, but his heart is every much as pure and honest as one from King Arthur’s court. Maybe just a bit more frayed around the edges……..
Fighter
A two-fisted slugger who knows that a good punch between the eyes is all that’s needed to bring down evil. Noir Fighters are solid, dependable allies who’ll always watch your back and never buckle under pressure. While he’s proficient in most weapons he seems to spend most of him time improvising, cracking chairs and picture frames over the heads of those who cross him. I’m sure he just does it for effect.
Cleric
You may call the Padre mad, but I call him a Man of God. His trenchcoat might hide his dog collar, but the strength of his beliefs shines through his eyes. He’s dedicated to vanquishing evil, and here in Vampyr Point that’s a lifetime’s work. The Noir Cleric is outspoken, forthright and dedicated and would be the most likely Class to bring together the disparate party members together to lead the fight against evil.
Warlord
An Army Officer in the Great War (whichever Great War that happened to be), the Noir Warlord is a military man finding it hard to adjust to civvy life. He’s used to commanding men and fighting the Boche/Gnolls/Demonic Hordes, and working nine-to-five isn’t in his blood. He needs to feel the gun between his hands, the men at his side and the enemy in his sights. If nothing else, it helps stop the nightmares………
Warlock
The Noir Warlock can be many things, depending on the Pact selected. As a Star Pact Warlock he’s a drunken prophet who spends his nights staggering from bar to bar, and his days trying to convince anyone who’ll listen of the Great Evil by the side of Dock 42. Your Fey Pact Warlock is likely to be a gorgeous dame dressed in green chiffon, as beautiful as she is dangerous. The Noir Dark Pact Warlock on the other hand is fearsome indeed, a man who has walked the darkest pathways of this world and come out the other side. He’s the one guy who left Baron Samedi’s gang and lived to tell the tale, though some say the demon still has a hold on his soul.
Rogue
No other class epitomizes Femme-Noir more than the Rogue. This is the class of the all-action Dame who is more than capable of looking after herself in a fire-fight. Noir Rogues are (almost without exception) women – and what women! – who will seduce you then shoot you in the back and walk away if you cross ‘em. Armed with paired Remingtons and lipstick, this is one dame who doesn’t need saving.
Ranger
Some call him Demon-hunter or a vigilante, but to many the Noir Ranger is a saviour who walks the rooftops of this world. He’s an urban hunter who intends to take down the crime bosses one by seedy one. Some say he’s looking for something or someone, but others predict the only thing he’ll find is his own death. The question is how many crooks he will take down on the way.
Till next time!