TEXT: PLAYER’S GUIDE
  
  2
  TECHNOIR
  The Technoir Player’s Guide is for use with the core rules found in Technoir, a high-
  tech hard-boiled roleplaying game by Jeremy Keller.
  Visit TechnoirRPG.com for more information and downloads.
  CREDITS
  Writing, Design, Layout, Icons
  Jeremy Keller
  Playtesting
  Chris Adkins, Cam Banks, Lenny Balsera, Tracy Barnett, Daniel Bayn,  
  Lauren DeSteno, Mark DiPasquale, Morgan Ellis, Will Hindmarch, Ben Hutchings, 
  Brenden Johnson, Ryan Macklin, Jason Morningstar, Garret Narjes,  
  Michelle Nephew, Sean Preston, Josh Rensch, Melissa Rensch, Colleen Riley,  
  Kira Scott, Travis Scott, Jeff Tidball
  CONTENTS
  Generation ................................................. 3
  Verbs .......................................................... 4
  Adjectives ................................................... 5
  Connections ............................................... 6
  Objects ....................................................... 7
  Contention ............................................... 10
  Restoration .............................................. 14
  Notes ........................................................ 15
  Exposition ................................................ 16
  
  3
  PLAYER’S GUIDE
  GENERATION
  1. Select three training programs
  Pick three programs that your protagonist has undergone from the table below. You 
  may pick the same program twice, but not for all three selections.
  2. Determine verb ratings
  Fill in the first box for each verb on your protagonist sheet. For each program, fill in 
  an additional box for each of the three verbs it teaches.
  3. Select adjectives
  For each training program, select one of the listed adjectives that best describes 
  your protagonist and write it on your sheet next to a 
  . Or you can come up with 
  your own. Mark both boxes next to that adjective to indicate it is locked.
  4. Select three connections
  Pick from the starting Transmission. Note the name and city of each connection. 
  You can also add your fellow protagonists to your connections list. 
  5. Assign relationship adjectives
  Go around the table. When it’s your turn, pick a relationship adjective from page 
  “Relationship Adjectives” on page 5 and assign it to one of the characters on 
  your connections list. Repeat as often as everyone can get a relationship adjective.
  6. Purchase objects using kreds
  You start with 10 Kreds. Buy objects from the catalog in this booklet by paying 
  the listed cost. Write the object and its tags on your protagonist sheet. You can buy 
  additional upgrade tags for 1 Kred each. Objects with the implant tag cost 5 Kreds 
  to install. Connections with the shark, fix, chop, or splice favors can provide loans 
  or discounts. Tell the GM whenever you call in a favor. 2 favors per connection max.
  7. Finish the protagonist
  Name your character. Write a short description. Start with three Push dice.
  TRAINING PROGRAMS
  Program
  Verbs (increase each by 1)
  Adjectives (pick one)
  Bodyguard
  Coax, Fight, and Treat
  alert, patient, or protective
  Courier
  Fight, Move, and Prowl
  agile, fast, or healthy
  Criminal
  Hack, Prowl, and Shoot
  brutal, clever, or sneaky
  Doctor
  Detect, Operate, and Treat
  attentive, smart, or steady
  Engineer
  Coax, Hack, and Operate
  logical, obsessive, or technical
  Escort
  Coax, Move, and Treat
  limber, savvy, or sexy
  Investigator
  Detect, Hack, and Prowl
  intuitive, observant, or persistent
  Pilot
  Detect, Operate, and Shoot
  ace, quick, or spatial
  Soldier
  Fight, Move, and Shoot
  brave, strong, or tough
  
  4
  TECHNOIR
  VERBS
  Verbs describe your protagonist’s ability to perform actions relevant to the criminal 
  adventures she will become involved in. They are used to create positive and nega-
  tive adjectives on other characters and their objects. 
   
  Here are descriptions of the nine verbs. Listed with each are examples of adjec-
  tives it might be used to create.
   Coax
   Used to influence people through words and body language.
  Eager
  Confused
  Supported
  Embarrassed
  Confident
  Shamed
   DeteCt
   Used to notice details and track people.
  Watched
  Marked
  Recognized
  Nervous
  Paranoid
   Fight
   Used to attack bare handed and with melee weapons.
  Shielded
  Stunned
  Bruised
  Severed
   haCk
   Used to access and manipulate other’s objects electronically.
  Monitored
  Hacked
  Secured
  Glitching
  Firewalled
  Crashed
   Move
   Used to get around under your own power—run, swim, climb, jump.
  Pushed
  Outpaced
  Sprained
  Broken
   operate
   Used to drive vehicles, pilot aircraft, and control mobile machinery.
  Directed
  Shaken
  Dented
  Totalled
  
  5
  PLAYER’S GUIDE
   prowl
   Used to sneak around and get into places you are not wanted.
  Hidden
  Distracted
  Disguised
  Oblivious
  Blind
   Shoot
   Used to attack with ranged weapons, personal or vehicle mounted.
  Covered
  Shocked
  Bloody
  Maimed
   treat
   Used to mend physical and psychological wounds.
  Stimulated
  Nauseated
  Strong
  Poisoned
  Healthy
  Diseased
  ADJECTIVES
  Adjectives are traits that make you stand out.  
   
  Here are a list of potential positive adjectives you could use when creating a 
  new protagonist. You’re not required to use these, you can always make up your own.
  ace 
  aggressive
  agile
  alert 
  analytical
  angry
  artistic
  attentive
  authoritative
  bossy
  brainy
  brave
  brutal
  calm
  careful
  charming
  clever 
  clinical
  creative
  cute
  deadly
  detailed
  determined
  discrete
  empathic
  energetic
  fast 
  fearless
  friendly
  funny
  handsome
  healthy 
  heavy
  impulsive
  intuitive
  knowledgeable
  large
  light
  limber 
  logical
  loud 
  meticulous
  musical
  obedient
  observant  
  passionate
  patient
  persistent
  practiced
  precise
  prepared
  quick 
  ruthless
  savvy 
  seductive
  sexy 
  short
  small
  smart
  sneaky
  spatial
  steady
  strong
  stubborn
  stylish
  tall
  technical
  threatening
  tough
  twitchy
  unpredictable
  violent 
  Relationship Adjectives
  affectionate
  dependent
  loyal
  lustful
  obsessive
  protective
  respectful
  sympathetic
  trusting
  
  6
  TECHNOIR
  CONNECTIONS
  Connections are characters that your protagonist knows well. Well enough to do her 
  a solid. They have two main functions within the game: info and favors.
  INFO
  Connections can provide your protagonist with information. When you lean on a 
  connection, the GM will have you roll a die and use the result to consult the Trans-
  mission for the city the connection is in.
  FAVORS
  You can go to a connection for certain favors. Each connection can provide one or 
  more of the following (as listed with their stats in the Transmission).
  Chop
  Sell you a stolen vehicle at an 8 Kred discount (add the stolen tag for free) or buy a 
  stolen vehicle from you at an 8 Kred discount.
  Date
  Attend a function with you, gaining you access somewhere you wouldn’t be welcome 
  otherwise.
  Deal
  Provide a dose of drugs. First time is free, 1 Kred thereafter. Taking them gives you 
  the negative sticky adjective of high. Once in the next contention, you can treat all the 
  Hurt dice of a roll as positive results. Declare after you roll.
  Fence
  Buy a bulk load of stolen merchandise for 5 Kreds.
  Fix
  Sell you up to three objects in specified categories, each discounted by 2 Kreds. Add the 
  stolen tag to each.
  Ride
  Transport you, a friend, or illicit goods to a destination inside or just out of the city.
  Shark
  Lend you 10 Kreds, expecting repayment. Mark this in the ‘debt’ column.
  Splice 
  Install a cybernetic object (or an object with the implant tag) for free.
  Note that the more you use a connection for favors, the more it will be revealed that 
  he is involved in the ongoing plot. This may result in the connection needing you for 
  a favor or maybe even cause him to turn against you.
  
  7
  PLAYER’S GUIDE
  OBJECTS
  Objects are your stuff. High-tech devices that gain you an advantage over the have-
  nots. Each object has a handful of tags that describe its capabilities.
  GUNS
  ARX-21
  An assault rifle.
  Tags: burst fire, large, long-range, loud, stock
  Base Cost: 5
  Barker
  A heavy pistol.
  Tags: loud, powerful
  Base Cost: 2
  Duster
  A shotgun.
  Tags: loud, scattershot
  Base Cost: 2
  Jaguar
  A submachine-gun.
  Tags: burst fire
  Base Cost: 1
  Stinger
  A light, concealable pistol.
  Tags: small
  Base Cost: 1
  Gun Upgrades: cam, derma-linked, explosive rounds, implant, laser-sight, linked, 
  nerve-linked, scope, silencer
  
  8
  TECHNOIR
  WEAPONS
  Baton
  A non-lethal weapon often carried by security personnel.
  Tags: blunt
  Base Cost: 1
  Katana
  A Japanese sword. Popular among ronin wannabes.
  Tags: deadly, sharp
  Base Cost: 2
  Knife
  A small blade that can be easily concealed.
  Tags: sharp, small
  Base Cost: 2
  Weapon Upgrades: derma-linked, implant, linked, nerve-linked
  ARMOR
  Jumpsuit
  Padded overalls, covered in pockets.
  Tags: impact armor
  Base Cost: 1
  Kevlar Vest
  Standard issue armor for security personnel.
  Tags: ballistic armor
  Base Cost: 1
  Riot Shield
  Clear plastic, portable barrier.
  Tags: protective
  Base Cost: 1
  Armor Upgrades: condition monitor, derma-linked, linked
  
  9
  PLAYER’S GUIDE
  CYBERNETICS
  Each object listed here costs 5 Kreds or a splice favor to surgically install.
  Cyberarm
  An artificial arm replacement.
  Tags: nerve-linked
  Base Cost: 1
  Upgrades: agile, claws, compartment, detachable, gesture input, matched pair, 
  quick, spring-loaded, strong, synthskin, tough
  Cyberear
  Electronic inner-ear replacement.
  Tags: nerve-linked, mic, sound
  Base Cost: 3
  Upgrades: high-frequency, low-frequency, matched pair
  Cybereye
  Electronic eye replacement.
  Tags: cam, display, nerve-linked
  Base Cost: 3
  Upgrades: infrared, matched pair, ocular screen, sonar-imaging, thermal-imaging
  Cyberhand
  An artificial hand replacement.
  Tags: nerve-linked
  Base Cost: 1
  Upgrades: claws, detachable, dexterous, matched pair, strong, synthskin
  Cyberleg
  An artificial leg replacement.
  Tags: nerve-linked
  Base Cost: 1
  Upgrades: agile, compartment, detachable, fast, matched pair, spring-loaded, 
  strong, synthskin, tough
  Headjack
  A cranially implanted computing interface.
  Tags: cerebral input, experimental, linked, nerve-linked
  Base Cost: 4
  Upgrades: cochlear splice, derma-linked, encryption, firewall, gustatory splice, 
  olfactory splice, optical splice, somatic splice
  Reflex Stimulators 
  A series of nervous-system enhancers that improve reaction time.
  Tags: nerve-linked, quick, reflexive
  Base Cost: 3
  Upgrades: gesture input
  
  10
  TECHNOIR
  EXTERNAL COMPUTING
  Router Patch
  A chip worn against the skin that links a derma-only network to the Interface.
  Tags: derma-linked, linked
  Base Cost: 2
  Upgrades: encryption, firewall
  Specks
  Augmented reality Interface glasses, earbuds, and motion trackers.
  Tags: display, gesture input, linked, sound
  Base Cost: 4
  Upgrades: cam, derma-linked, encryption, firewall, mic
  GEAR
  Medkit
  Tools and supplies for performing first aid on the injured or otherwise inflicted.
  Tags: bandages, linked, stims
  Base Cost: 3
  Descent Line
  A retractable cable designed to lower a harnessed person at a controled descent.
  Tags: harness, linked, retractable cable
  Base Cost: 3
  Stealthsuit
  A black bodysuit with coolant to fool thermal sensors.
  Tags: linked, thermal dampeners
  Base Cost: 2
  Upgrades: condition monitor, derma-linked
  VEHICLES
  aCar
  Fully automated street vehicle.
  Tags: automatic, linked, passengers, spheels
  Base Cost: 14
  Goblin
  A high-performance muscle car.
  Tags: linked, passengers, spheels, turbo
  Base Cost: 14
  
  11
  PLAYER’S GUIDE
  Hauler
  Armored truck.
  Tags: armored, cargo, heavy, huge, linked, treads
  Base Cost: 16
  Upgrades: burst fire, cam, cow catcher, gun, long-range, plow, riot-hose
  SkyRabbit
  A high-speed dual-rotor-fan helicopter.
  Tags: cam, linked, rotor-fans, thrusters
  Base Cost: 14
  Upgrades: burst fire, gun, long-range
  Switchblade
  An agile, uni-spheel motorcycle.
  Tags: 3D-shocks, linked, spheels, turbo
  Base Cost: 14
  DRONES
  Buzzer
  Rotor-powered drone.
  Tags: cam, linked, mic, rotorfan
  Base Cost: 4
  Upgrades: burst fire, gun, infrared, sonar-imaging, thermal-imaging
  Griller
  A mini-tank.
  Tags: armored, cam, linked, mic, robot arm, treads
  Base Cost: 6
  Upgrades: burst fire, gun, long-range
  Spyder
  Robotic arthropod.
  Tags: adhesive legs, cam, linked, mic, small
  Base Cost: 5
  Upgrades: syringe
  
  12
  TECHNOIR
  TAGS
  Tags describe the capabilities and features of objects. Here are definitions of each of 
  the tags listed with the objects in the previous section.
  3D-shocks: a 2-axis suspension system
  adhesive legs: articulate limbs that allow drones to climb up walls (requires small)
  agile: flexible limb articulation that can perform complicated positioning
  armor-piercing: fires ammunition designed to penetrate ballistic armor
  armored: a thick shell that protects from ballistic and impact attacks
  automatic: designed to self-navigate city streets
  ballistic armor: protective garments designed to stop bullets
  bandages: cloth or spray to bind wounds
  blunt: a weapon designed to inflict crushing trauma on its target
  burst fire: sprays a cluster of bullets (requires gun category or tag)
  cam: bi-lens camera system capturing stereoscopic eyeRez video images
  cargo: can be used to transport large, heavy crates
  cerebral input: direct mental control of the Interface (trumps gesture input)
  claws: small blades that extend from the fingertips or knuckles
  cochlear splice: electronic connection to the ears (trumps mic, sound)
  compartment: a small, hidden storage space in an artificial limb
  condition monitor: sensors to track heart rate, pulse, and other vitals
  cow catcher: attaches to the front of a vehicle to push away obstacles
  deadly: a weapon designed to inflict fatal wounds
  derma-linked: personal network connection conducted by the skin
  detachable: can disconnect from a socket and be reconnected later
  dexterous: limb articulation with precise control
  display: high resolution imaging projected into the viewer’s vision 
  encryption: protects stored data from being read or manipulated
  experimental: state-of-the-art but untested technology
  explosive rounds: fires rounds that explode on impact
  fast: limb articulation for rapid movement over ground
  firewall: protective software to prevent hacking
  gesture input: captures body movement to interact with the Interface
  gun: adds a mounted firearm to a vehicle or drone
  gustatory splice: electronic connection to the nerves that handle taste
  harness: straps and rigging worn to suspend the wearer comfortably
  heavy: weighs more than other objects in its category
  huge: significantly larger than other objects in its category (trumps large)
  impact armor: protective garments designed to stop blunt and sharp attacks
  implant: an object not puposefully cybernetic is installed inside the body
  infrared: senses light beyond the human-visible spectrum
  large: bigger than other objects in its category
  laser-sight: projects a harmless laser for accurate aiming
  linked: wireless connection to personal and Interface networks
  long-range: fires projectiles over long distances (requires gun category or tag)
  loud: makes a high volume, imposing noise
  
  13
  PLAYER’S GUIDE
   
  Some tags mention that they trump other tags. This means the other tag can’t 
  be used to react against an action from the trumping tag.
  matched pair: the object comes with an mirrored twin
  mic: a sensitive omni-directional microphone
  nerve-linked: network conducted via the nervous system (implanted objects only)
  ocular screen: a high resolution video display on the surface of the eyes
  olfactory splice: electronic connection to the nerves that handle smell
  optical splice: electronic connection to the eyes (trumps cam, display)
  passengers: can transport more people than just a pilot/copilot
  plow: attached to the front of a vehicle to push away snow or other debris 
  powerful: a gun that fires high-caliber rounds
  protective: a barrier to shield the user from attacks
  quick: limb articulation that moves rapidly within one’s personal space
  reach: a melee weapon that is longer than most
  reflexive: stimulates the user to react rapidly to stimuli
  retractable cable: a length of steel cable that winds up with a small motor
  riot-hose: a non-lethal weapon to push back pedestrians
  robot arm: an articulate limb controlled remotely
  rotor-fan(s): rotor blades housed in a cylindrical shell
  scattershot: sprays projectiles in a widening pattern (requires gun category or tag)
  scope: an aiming mechanism with zoom lenses
  sharp: designed to cut or pierce a target
  silencer: gun attachment that dampens noise (incompatible with burst fire, loud, scattershot)
  small: reduced in size, generally concealable
  somatic splice: electronic connection to the skin (trumps touch feedback)
  sonar-imaging: emits and senses sound waves, presents data visually
  sound: three-dimensional, immersive audio playback
  spheels: spherical wheels that allow 360-degree maneuverability
  spring-loaded: stores kinetic energy to be released at an opportune time
  stims: a dosage of steroids to jumpstart the adrenaline system
  stock: an attachment for a gun to help hold it steady against the shoulder
  strong: limb articulation that can apply great force
  synthskin: artificial dermal layer that imitates human skin
  syringe: a needle that can deliver a dose of a drug
  thermal dampeners: coolant used to fool thermal sensors
  thermal-imaging: heat sensors displayed as a visual overlay
  thrown: a weapon that is hurled at a target
  thrusters: jets that provide increased speed in the air
  treads: traction system to provide mobility over rough terrain
  touch feedback: gives a tactile response to Interface interaction
  tough: can endure large amounts of wear and impact
  toxin-filter: scrubs harmful chemicals from airways or bloodstream
  turbo: engine enhancement that provides increased speed over smooth streets
  
  14
  TECHNOIR
  CONTENTION
  1. Recharge Push dice
   
   The player starts an action with all of her Push dice charged.
  2. Assemble the dice
   
   The player gets a number of Action dice equal to her rating in the verb she is 
  using. 
   
   She can add a Push die for each postive adjective, object, or tag that helps her. 
   
   She must take a Hurt die for each negative adjective she has.
  3. Describe the action
   
   The player uses her verb, adjectives, objects, and tags to inspire a narrative of 
  the action that would assert the intended adjective on her target.
  4. Roll the dice
   
   The player rolls all of her Action, Push, and Hurt dice. 
   
   The Hurt dice cancel out any and all matching Action and Push dice. 
   
   The highest number on her surviving Action or Push dice is her result.
  5. Determine Reaction
   
   The verb the target uses to react determines his reaction rating. 
   
   For each, positive adjective, object, or tag that helps him, he can discharge a 
  Push die and increase his reaction rating by 1.
  6. Resolve the roll
   
   If the player’s result is higher than the target’s reaction rating, her action is 
  effective.
  7. Apply the adjective
   
   With an effective action, the player asserts a new adjective on the target. 
   
   By default the adjective is fleeting. 
   
   She can spend 1 Push die from her rolled dice to make it sticky 
   
   She can spend 2 Push dice to make it locked.
  8. Discharge Push dice
   
   Any Push dice left in the player’s roll are discharged.
  9. Respect the adjective
   
   Play continues with the new adjective representing a change in the narrative.
  LETHAL CONSEQUENCES
  After any scene in which you received an adjective that describes physical damage, 
  roll a Hurt die for each sticky or locked negative adjective that applies to your char-
  acter directly. If you roll a 6, you receive the sticky negative adjective of dying. If you 
  roll two or more 6s, you reveive the locked negative adjective of dead. Both adjec-
  tives can be recovered from using the rules below.
  
  15
  PLAYER’S GUIDE
  RESTORATION
  After a contention, use this procedure to mend negative adjectives and advance 
  your protagonist’s verbs.
  Fleeting Adjectives are immediately removed
   
   After a scene is over, any fleeting adjectives go away right away.
  Sticky Adjectives require mending
   
   To remove a sticky adjective that describes physical, emotional, or social 
  damage to your protagonist, make a Treat roll.
   
   To remove a sticky adjective that describes damage to an object’s hardware, 
  make an Operate roll. For software, make a Hack roll.
  Locked Adjectives require replacement surgery
   
   For a locked adjective that describes physical, emotional, or social loss to your 
  protagonist, implant an object that replaces what has been lost. This down-
  grades the adjective to sticky, which can be mended as above.
   
   For a locked adjective that describes damage to an object, pay half the object’s 
  full cost for replacement parts. This downgrades the adjective to sticky, which 
  can be mended as above. (Or you can always obtain a whole new object.)
  Roll the dice
   
   Whoever is making the roll adds a Hurt die for each of their own negative 
  adjectives and one for each of the negative adjectives of their patient.
   
   If the patient is attempting to improve one of their primed verbs, they should 
  indicate which one before a roll is made.
   
   The difficulty rating is 4.
  Resolve the roll
   
   If the roll’s result is higher than the difficulty rating, the adjective is eliminated.
   
   If the roll’s result is equal or less than the difficulty rating, the adjective remains. 
  Another attempt cannot be made until the character received another sticky or 
  locked adjective.
   
   If one of the Hurt dice results is higher than the primed verb that is intended 
  for advancement, the verb’s rating increases by 1. Not to exceed 5. 
   
   If the verb increases, any and all prime marks are erased.
   
   If the verb does not increase, all existing prime marks remain.
  RECOVERY TIME
   
   When a replacement part is implanted to downgrade a locked adjective to 
  sticky, the character needs about 48 hours of recovery time.
   
   After a treat roll is made to removed a sticky adjective, the character needs 
  about 24 hours of recovery time.
   
   Repaired or reprogrammed objects only need a few hours to peform the neces-
  sary fixes.
  
  16
  TECHNOIR
  EXPOSITION
  It’s like we’re living in the future...
  TECHNOLOGY
  The city streets buzz with illusory neon lines, animated, playing out just over the 
  grimy surface. The Internet’s gotten too big for any screen, so they feed it right to 
  your eyeballs. You see it everywhere. It spills out onto the streets. It guides self-
  driving cars through automated intersections. It’s the cartoon some kid wears to 
  school. It’s your personal shopper. We wear the hardware that runs it: in the glasses 
  that let you see it, the chip sewn into your jeans, the electronics of your prosthetic 
  leg. They’re all linked together in a living, thrumming network that spans the world. 
  They call it the Interface. We call it the Big Lie. 
  ENVIRONMENT
  Under all those pretty graphics, the city is dirtier than ever. Soot floats in from the 
  deregulated coal plant; it cakes over everything. The weather is less predictable than 
  ever. Wind and rain, then a drought, then a blizzard, then a hurricane. Hell is swell-
  ing up around us and we don’t seem to care. We’ll burn those carbon fuels as long 
  as the corporate-sponsored wars keep winning what’s left of them. We’ll do it until 
  we choke on the smog.
  SOCIETY
  The rich are opulent. The poor are decrepit. There isn’t much left between. Record 
  numbers of the city’s population are unemployed. When robotics do the blue-collar 
  jobs and software handles the white-collar ones, what’s a flesh body to do? Join a 
  corporate army and get shipped off overseas. Send the paycheck home so the family 
  can buy useless, corporate crap or lose it to the rampant runs of criminals.
  Criminals like you. 
  
SOURCE: textdata/thevault/Technoir-Mechnoir/Technoir - Players Guide.pdf