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Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery
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<blockquote data-quote="FraserRonald" data-source="post: 5519062" data-attributes="member: 7892"><p>Glad I've got your interest. I'll try to answer your questions as directly and concisely as possible.</p><p></p><p></p><p>It's 2d10 vs a Target Number. The character is built using Qualities, some--like "Concept"--are specific in what they are asking, others are left open to the player. The Qualities provide modifiers to the roll. </p><p></p><p>There are a couple of characters from the Everthorn setting (included in the PDF) <a href="http://swordsedgepublishing.ca/?p=843" target="_blank">here</a> that should give you an idea how characters are built. However, these are Narrative Characters (basically, NPCs), and so rather than ranks, the NCs Traits are Target Numbers, which their Qualities then modify. Only players roll dice in Sword Noir. However, other than that particular difference, the Qualities that you see are the same as what a Player Character might have.</p><p></p><p>There's also a discussion of Qualities <a href="http://swordsedgepublishing.ca/?p=877" target="_blank">here</a>.</p><p></p><p></p><p>Magic is done as a Quality. The power, range, duration, area of effect, etc of the magic provides the Target Number. There's also the possibility of physical damage and madness whenever one uses one's magic.</p><p></p><p>In Sword Noir, magic is based on the five Chinese elements and their mystical attributes. One creates a Quality out of one of those attributes. As an example, one of the pre-made characters provided with Sword Noir has the following Qualities: Mage of Fire - Charm of Revealing (Good); Word of Fire (Great) Those Qualities are pretty open-ended, and that is the intention. Explain how the character is using that Quality to create the effect, then roll.</p><p></p><p></p><p></p><p>There is divination, however, because the magic rules are very loose and abstract, there is no mechanical barrier to using divination--save for high Target Numbers based on the chronological distance of the event foreseen, and possibly the range from the character. Why, then, would divination not spoil the plot? In practice, the creativity of the GM, which, I think, has been the only thing for many systems that puts a leash on divination--creativity when delivering on what the character sees and creativity on incorporating that into the plot.</p><p></p><p></p><p>As with all Tests, it is a roll against a Target Number. However, unlike some systems, one is either an attacker or a defender. Once a character as the initiative, the defender needs to take seize that initiative else continue to defend.</p><p></p><p>Things work a little different when there are multiple opponents--which, frankly, can be murderous unless one is a very competent combatant--as discussed <a href="http://swordsedgepublishing.ca/?p=895" target="_blank">here</a>.</p><p></p><p></p><p></p><p>They are not required. There's nothing that would discourage their use. </p><p></p><p></p><p>The definition I have for Sword Noir is:Characters’ morals are shifting at best and absent at worst. The atmosphere is dark and hope is frail or completely absent. Violence is deadly and fast. The characters are good at what they do, but they are specialists. Trust is the most valued of commodities–life is the cheapest. Grim leaders weave labyrinthine plots which entangle innocents. Magic exists and can be powerful, but it takes extreme dedication to learn, extorts a horrible price, and is slow to conjure.</p><p></p><p>Every design decision was made to address one or more of the elements of that description. There is also a section of the book that unpacks the description, discussing how the game attempts to achieve each element.</p><p></p><p>I hope that answers your questions. If you have more, be sure to send them along.</p><p></p><p>Thanks again for your interest.</p></blockquote><p></p>
[QUOTE="FraserRonald, post: 5519062, member: 7892"] Glad I've got your interest. I'll try to answer your questions as directly and concisely as possible. It's 2d10 vs a Target Number. The character is built using Qualities, some--like "Concept"--are specific in what they are asking, others are left open to the player. The Qualities provide modifiers to the roll. There are a couple of characters from the Everthorn setting (included in the PDF) [URL="http://swordsedgepublishing.ca/?p=843"]here[/URL] that should give you an idea how characters are built. However, these are Narrative Characters (basically, NPCs), and so rather than ranks, the NCs Traits are Target Numbers, which their Qualities then modify. Only players roll dice in Sword Noir. However, other than that particular difference, the Qualities that you see are the same as what a Player Character might have. There's also a discussion of Qualities [URL="http://swordsedgepublishing.ca/?p=877"]here[/URL]. Magic is done as a Quality. The power, range, duration, area of effect, etc of the magic provides the Target Number. There's also the possibility of physical damage and madness whenever one uses one's magic. In Sword Noir, magic is based on the five Chinese elements and their mystical attributes. One creates a Quality out of one of those attributes. As an example, one of the pre-made characters provided with Sword Noir has the following Qualities: Mage of Fire - Charm of Revealing (Good); Word of Fire (Great) Those Qualities are pretty open-ended, and that is the intention. Explain how the character is using that Quality to create the effect, then roll. There is divination, however, because the magic rules are very loose and abstract, there is no mechanical barrier to using divination--save for high Target Numbers based on the chronological distance of the event foreseen, and possibly the range from the character. Why, then, would divination not spoil the plot? In practice, the creativity of the GM, which, I think, has been the only thing for many systems that puts a leash on divination--creativity when delivering on what the character sees and creativity on incorporating that into the plot. As with all Tests, it is a roll against a Target Number. However, unlike some systems, one is either an attacker or a defender. Once a character as the initiative, the defender needs to take seize that initiative else continue to defend. Things work a little different when there are multiple opponents--which, frankly, can be murderous unless one is a very competent combatant--as discussed [URL="http://swordsedgepublishing.ca/?p=895"]here[/URL]. They are not required. There's nothing that would discourage their use. The definition I have for Sword Noir is:Characters’ morals are shifting at best and absent at worst. The atmosphere is dark and hope is frail or completely absent. Violence is deadly and fast. The characters are good at what they do, but they are specialists. Trust is the most valued of commodities–life is the cheapest. Grim leaders weave labyrinthine plots which entangle innocents. Magic exists and can be powerful, but it takes extreme dedication to learn, extorts a horrible price, and is slow to conjure. Every design decision was made to address one or more of the elements of that description. There is also a section of the book that unpacks the description, discussing how the game attempts to achieve each element. I hope that answers your questions. If you have more, be sure to send them along. Thanks again for your interest. [/QUOTE]
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