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Smoke 'em if ya got 'em,  If ya aint got 'em then you've hit rock bottom!

Not exactly the answer I was looking for, but not wrong either! (I am talking about the excerpt on p. 24 "This isn’t the sort of thing you can try again, so Needle can’t have a smoke and try again.")

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Ah, I think it just meant that it wasn't reasonable that the test (to see if someone was being ripped off) wasn't something you could try again after a little while.   Y'know, going for a smoke break, then trying something again.  I don't think Luke was implying smoking had a mechanical effect, though might be cool to include that for grotty swyvers!  
In my mind it would look like this:   "If a swyver fails a test, and the GM agrees, they can 'go and have a smoke' and try again.   Mark off one dose of tobacco.  Test Con.   If the test passes, they are 'newly fortified' and can try again.  Smoking takes between 2 & 10 minutes and so cannot be done in combat."
The 'Swyvers Companion' is out later this year with lots of new rules, so maybe there'll be smoking rules in there?  :P

That's roughy my interpretation as well. I like the idea that if you run out of tobacco then you can't retry tests! Might incorporate your version, it looks simple and neat :). I have backed the Companion, so am hoping for some more rules (And a Swyver's dialect dictionary maybe? :p )

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As for dialect, try this:

https://www.pascalbonenfant.com/18c/cant/

That looks like a very useful resource! Thanks for the tip.