HIGH-TECH, HARD-BOILED ROLEPLAYING
Playing it safe isn’t working anymore; you’re not going to get out of this clean. You have illicit tech and the talent to use it. Time to go shake the city and see what falls out. You’ll get hurt, sure, but what kind of pain will you deal out?
Technoir is a roleplaying game. You play protagonists like cyber-tweaked couriers, hard-nosed investigators, and drugged-out hackers making opportunities for themselves in a despairing world. Using a rules-light system with enough intricacies to spark new fires of hardboiled crime novels and cyberpunk science fiction, Technoir lets you coax, hack, fight, prowl, and shoot your way through a dark future. It features Transmissions—city guides brimming with plot nodes to inspire your high-tech adventures—that the GM uses to create tangled and compelling plot webs that expand and evolve as the players’ characters engage it.
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Like Technoir? You can always us Morenoir!
This is your go-to guide for running, hacking, adapting, and generally exploiting the hell out of Technoir. If you’re ready to take your game to the next level, experiment with radical ideas, dive deeper into the chrome-coated sea, or just try something a little new and a little different, then you’ll find the tools to do it here.
Morenoir offers:
- Run-time Operations, the best tips and tricks from half a decade of running Technoir campaigns
- Advanced Options, for taking your Technoir game to the next level
- The Big Guide to Creating Technoir Transmissions, perfect for whether you’re visiting a new city or just want to restock and reboot where your players are now
- Jeremy’s Guide to Writing Player’s Guides, giving you the full low-down on taking Technoir and making it your own
It’s dangerous out on the fringe. Let Morenoir be your guide.
BY JUSTIN ALEXANDER & JEREMY KELLER
HONG KONG: SPECIAL ADMINISTRATIVE REGION
Hong Kong’s fragrant harbor has become a fetid mess. Month-long acidic rains pour from the sky. Triad and corporate corruption has enmeshed the city in debt and crippled its infrastructure. Periodic power outages turn the slums into a claustrophobic hell for hours at a time. Most of the populace has been forced into warrens extending hundreds of meters into the bedrock and can escape only into the Immatrix broadcasts that allow viewers to feel the actors’ every sensation in real time.
Coasting above it all are the Clean. The city’s elite. They can afford the augmentations that keep unfiltered time out doors non-lethal and the glittering, hermetically sealed estates that fill the skyscrapers jutting up into Hong Kong’s sky.
If you’re going to survive in the Special Administrative Region, you’ll need the right connections: Woo Fat, the retired 28K enforcer turned Immatrix producer. Tang Lam, the black market doc who horrifically nerve-damaged a starlet twenty years ago. Billie Ng, a journalist for the HK Compact dissident linkcast. Or maybe Derya Liddy, the concierge and madam for Clean Clients who charges exorbitant fees for her superb service.
Strap on your airmask and take a deep breath. Hong Kong is waiting.
BY MARK REDACTED
Sitting at the confluence of Northeast, Southeast, and Midwest, Indianapolis has become the de facto convention and conference center for the entire region. And the effective arcology that is the Downtown ConPlex shields visitors from the harsh reality of the city. But from multinational mega-corps to independent fan gatherings, there is always one conference or another going on, making it the best place to find anything and everything… for the right price.
If you’re looking for work here, you might be hired to protect the experimental Formula 4 racecar. Or provide security during the costumed privacy protests of Anonymice. Or act as a temporary bouncer at Stake and Shake, the vampire-themed dance club on the seedy side of town.
The ConPlex: Where tomorrow becomes yesterday, but the future is today!
BY DANIEL M. PEREZ, MARK REDACTED, JEREMY KELLER
It takes just over a full day for one of the massive climbers to claw its way up the ‘stalk from the peaks of Kilimanjaro fifty thousand kilometers below. Steiner Technology keeps twelve of them in rotation, but you’ve got to space ‘em out to control the oscillations and with only one ‘stalk in operation they all have to arrive before you can turn them around. That means ten days of backbreaking labor for the orbitmen on Kepler Station, followed by two days off while Kilimanjaro does its turn-around.
Try to steer clear of the machinations of the Methuselah Families — cryo-preserved scions overseeing vast corporate wealth from beyond a frozen almost-grave — and dance through the back-corridors 30,000 miles up with Patthar Black Baggers and the Over-Under Gang.
This is Kepler Station. Where diamonds are cheap, but oxygen is the price of life.
BY JUSTIN ALEXANDER
MECHNOIR PLAYER’S GUIDE
Massive walking machines called “rigs” were engineered to carve into the red husk of Mars and construct new colonial structures for those who fled an Earth that didn’t want them anymore. Now war has broken out between the planet’s three primary factions: the personality cult of the Shiat al-Raj’a, the Martian Autonomist Union, and the cloned zealots of “The Chosen.” The working-class riggers, once responsible for building the colonies, have been called on to be the warrior class that might bring society’s destruction.
MECHNOIR is an alternative Player’s Guide for Technoir. It includes nine new shiny training programs, six big stompy mechs (or ‘rigs’), and the two transports that bring them to the battleground. There’s special rules for destroying the tags on your enemies’ rigs and transports and a section for how to deal with scale when hardboiled criminals go up against hard-cased machines.
Bundled with the player’s guide are three new Transmissions that outline the major colonial factions on Mars: The Chosen, the Shiat al-Raj’a, and the Martian Autonomist Union.
PDF Bundle @ DriveThruRPG – $8