So Many Great Systems – So Little Time – pt. 3
Technoir was one of the most successful RPG Kickstarters to date. Author Jeremy Keller put together a really slick pitch video, and backed it up with a really cool futuristic game with such an adaptable system, it can be used for a lot of variations that he brilliantly used as stretch goals. Though from what I can tell, Mechnoir, Hexnoir and Morenoir are still in development at this time.
Similar to the Cortex System instead of rolling or assigning numbers to your protagonists characteristics, you allocate dice. Rather than different denominations of dice, Technoir only uses regular six-siders. The character generation system is pretty interesting in that you pick “programs” to describe your character’s background such as bodyguard, soldier, doctor, engineer, or investigator and depending on which programs you choose determines which “verbs” or statistics you increase. You also choose adjectives to describe your character (some are suggested, but you can make up your own) and attribute those adjectives to your programs.
In an interesting twist, the characters need to choose connections or contacts for a given transmission (adventure module). This means your character will have some sort of relationship with some of the NPCs in the adventure before the first die is rolled. Players are also encouraged to develop connections between characters in the party. The gear available to characters is decidedly futuristic, including cybernetics and drones.
The game evolves as players are given a mission, and press their contacts for information or other favors. The action resolution system involves rolling a pool of d6’s depending on which verb is being tested, and how skilled the opposition is. Like many film noir movies, the line between classically “good” and “bad” guys is blurred at best. It has a lot of potential to tell some really interesting stories.
Get a taste of the action in the Technoir download section with the player’s guide.