Nov 24

Review: Technoir

Mix one part cyberpunk with equal measures of hard boiled investigation and film noir before pouring into a glass made from a lightweight rule system. Serve in a smoke filled bar, under the shadow of a looming Corporate skyscraper and you’ve got yourself Technoir, an original RPG by Jeremy Keller and published by Cellar Games. It is available from www.technoirrpg.com and on RPG Now.


One of the early RPG successes from Kickstarter Technoir is a cyberpunk styled game heavily flavoured by hard boiled detective fiction and film noir. The game is presented in a compact and beautifully laid out form, small enough that its easy to just slip the book into a bag just in case you get a chance to play it. If you’re looking for long sessions of planning, stealthy infiltration and stats for an endless list of cybernetics then I suggest sticking to Shadowrun. Technoir is about bold and reckless action, its about causing trouble because you can and flinging accusations just to see what sticks.


Technoir uses a lightweight rules system built around the use of Adjectives, which describe the result of actions, properties of objects and relationships between characters and their connections. Want to shoot somebody? Then you might apply the adjectives of Suppressed, Bleeding or even Scared; it all depends on how you want to affect the target and how long you want the Adjective to last. In a similar fashion Adjectives may be applied to represent emotional or situational (Distracted, bored, lustful etc) effects, describe the properties of items (Sharp, Rapid-fire, Expensive etc), and define the relationships between characters and their connections (Respectful, Loyal, Indebted etc).

Actions are attempted by generating a pool of d6’s, formed from characters attributes (Action dice), positive adjectives they can draw on (Push dice) and negative adjectives affecting the character (Harm dice, of which a character has a limited number). These are rolled together, with Harm dice cancelling out any positive dice of equal value, and the highest remaining die then compared to the target number. If successful the adjective is applied as desired.
It is here however that the Push dice really come into play as by default Adjectives applied through a successful action don’t last for long. If you wish to extend the duration of the effect, for example upgrade a ‘Suppressed’ to ‘Bleeding’, it requires that a Push die be spent, transferring it from the Player to the GM. In this way the game brings in an ebb and flow of power that fits well with the noir genre implied by the games title. At the start of each adventure Push dice reside with the PCs, allowing them to quickly investigate and get the information required to work out what is going on. As the dice flow to the GM the balance shifts and the PCs start to run up against larger challenges, difficult to overcome without the boost provided by Push dice. Here the GM can then start to really hurt the PCs, applying longer lasting adjectives (which confer Harm dice) but in order to do so must once again spend the Push dice, returning them to the control of the players. Finally the PCs, bruised and beaten but in possession of the Push dice, are in a position to uncover the truth and take out the bad guy at the centre of their troubles.

All in all the system works well and finds a good balance by bringing together traditional mechanics (rolling dice), player narrative (adding adjectives) and genre (the Push dice economy) into a single cohesive system. My experience with the system so far is that it works best when an adventure is spread over 2 or 3 sessions, one shots limit the impact of longer lasting adjectives on NPCs as they don’t appear in enough scenes. Longer adventures however and the PCs build up too many negative adjectives, severely limiting their effectiveness. The only real issue I’ve had with the system is getting to grips with the focus on character versus character conflicts, as the GM is advised to avoid rolls that don’t involve manipulating / affecting another character in some way. This makes sense from both a genre and system perspective, as applying adjectives to say, pick a lock, doesn’t make a big impact if that lock is never encountered again. I suspect part of my issue with this is that my NPCs are probably the weakest aspect of my GMing so only time will tell as to whether I can get a handle on this aspect of the game.


Transmissions, which make up a substantial portion of the book, are a system for the generation of on the fly adventures which are generated as information is uncovered by the characters. Each Transmission forms a small setting, something which is mostly absent from the main game, however even these settings leave much up to the imagination of the GM. There are 3 Transmissions included in the book itself and each contains within it a series of contacts (NPCs who can provide favours to the PCs), locations, events, factions, threats and objects. At the start of the adventure the GM takes 3 of these elements and uses them to form a story seed, as the PCs explore and investigate they draw in further elements which the GM connects to that initial seed. For example if a PC goes to a contact to borrow some money that NPC is added to the plot map and suddenly they may be connected to a spate of kidnappings the PCs are investigating, maybe she’s involved in laundering the money of the gang involved or her son is one of the individuals who has been taken. The plot map, generated from each of these elements merely provides the links between points in the adventure, its up to the GM to decide what those connections are.

The Transmission system works extremely well, allowing a GM to generate a plot as it unfolds and as the PCs are drawn into the adventure. Of course this requires the GM be comfortable with working out details on the fly but even if you’re not comfortable with this the framework provides an easy to use, pre-generated set of points which can be used ahead of time to plan an adventure. There are a number of Transmissions which are already available and with their simplicity its easy to write more focused around your city or setting of choice.


While the game is written from a cyberpunk perspective the relatively limited nature of the setting material makes the system extremely easy to adapt to other settings. As part of the Kickstarter project the author has already released MechNoir, which shifts the focus to Mars and adds in rules for the use of Mecha and is planning to release HexNoir, a magic / fantasy based adaptation for the game. From a personal angle I’ve been working on an adaptation for running games within the Dresden Files universe (which can be found over on my personal blog). This coupled to the compact size of the book and ease of writing new transmissions means the game is on my list of systems I’m happy to pack in my bag while travelling just in case I can slot a session of it in.


Wrap Up
Technoir is a game that I would definitely recommend to those who are fans of the cyberpunk genre, especially if they’d rather focus on the motivations and conflicts of characters as opposed to the stats of a particular piece of cyberware. The system underlying the game is distinct, easy to learn and encourages the styles of play expected of by the genre, with the added bonus of being easily hacked to fit other noir influenced settings. All in all definitely a game that I am glad to have taken that Kickstarter gamble on.


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  1. shortymonster

    I’ve someone recommend this game to me as a possible setting/system for my latest cyberpunk game. It’s based on the Transmetropolitan comic books by Warren Ellis, and at the moment, I’m just using CP2020. take a look at my basic intro, and let me know what you think.


    1. Whodo Voodoo

      Difficult to say from that intro as I’m not familiar with the Transmetropolitan setting but I’d lean towards no purely because you want to run a long game and because you’ve not set a particular style for the game yet. Technoir is best suited to focused stories in the style of a book series where each one is a separate and independent entity as opposed to a rolling campaign. It is also very much orientated to a noir style of play and isn’t adaptable enough to fit other aspects of the genre (such as a shadowrun style heist)

  2. Alexander Kuprijanow

    Thanks for the great post! I have read some complaints about the PushDice mechanic on the net. How you would alleviate the following arising problems:
    The PushDice always remain the same, as they wander from the players to the NPCs and back again.

    -How can the GM distribute the dice equally among all players?

    -How can the players perform something important if they have no PushDice at the moment? Doesn’t this prevent them from doing something crucial at the moment they would like to start acting?

    Greetz, Alex

  3. Whodo Voodoo

    So first thing I’ll say is that I’ve so far only played the game a handful of times so there are probably a lot of people that may have more developed opinions from playing the game more. With regards your questions:

    1. Push dice always remaining the same – I’m afraid I’m not quite sure what you mean by this, any chance you could rephrase it?

    2. Distributing dice equally – I’d say the easiest way of doing this is to simply ensure the GM takes note of who is lacking dice and then targets them more than the rest of the players. If you can I’d try and frame scenes where that PC is separated from the rest of the party and thus can’t rely on others to protect them. Plus that sort of scene, one person going off and getting conned / attacked / convinced of something is very much playing to the genre.

    3. They can’t and yes that means they can’t do anything crucial but the important thing here is to time the adventure to the genre. A player lacking Push Dice indicates it’s time for the GM to bring the pain and have the story go against them. The type of noir stories I think the game intends to emulate tend to have the following sort of structure:

    PC gets involved in a mystery -> Investigates and begins to uncover stuff (by spending Push Dice) -> Gets in over their head / Almost gets killed (getting their Push Dice back) and in the process connects all the dots -> Face off against the big bad (Spending Push Dice again)

  4. luy

    Have a question, I want to make a bioroid or cloned human with psychic powers protagonist, how I can approach to it with the rules of the game?

  1. Review: Technoir | LunarShadow.net

    […] review was originally published at http://nearlyenoughdice.com/review-technoir on the 24th of […]

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