Technoir
Technoir is Jeremy Keller's hard-boiled cyberpunk RPG about desperate professionals pulling on threads in a dirty future until the whole city starts tugging back. Its lean tag-based system and Transmission city guides make it especially good at investigation-heavy noir play where favors, leverage, and fallout matter more than tactical firefights.
Cyberpunk • 2-5 players • Needs GM • 3/5 complexity • Investigation-driven • Low prep
Technoir is a cyberpunk RPG built for hard-boiled cases instead of heroic power fantasy. The game puts couriers, investigators, hackers, and other damaged professionals inside cities full of illicit tech, collapsing infrastructure, and people who always want something. Its strongest idea is that a session should feel like a noir story spiraling outward: every answer creates a new problem, every favor has a price, and every clue points to someone more dangerous.
Theme and Setting
The setting pitch is classic cyberpunk, but the emotional register is much closer to noir than to military ops or chrome-saturated action spectacle. Augmentations, corporate power, criminal leverage, and urban decay are all present, yet the focus stays on compromised people making ugly choices under pressure. The official support material leans on distinct city "Transmissions," so the game feels less like a fixed canon world and more like a machine for generating local conspiracies with very specific social texture.
How Play Feels
At the table, Technoir is lighter than many legacy cyberpunk games, but it is not weightless. Actions revolve around tags, adjectives, and Push dice that accumulate advantages, injuries, liabilities, and momentum. That gives play a slippery escalating feel: a case starts with a contact or a simple job, then rapidly knots itself into favors, suspects, and threats as the table keeps pulling threads. Combat exists, but the game is usually more interested in pressure, consequences, and changing leverage than in tactical set-piece fights.
What Makes It Distinct
The standout feature is the Transmission structure. Instead of plotting a mystery scene by scene, the GM starts from nodes, factions, and relationships, then lets player decisions light up a living web of trouble. That makes prep more reusable and cases feel more organic than a prewritten clue chain. The other big hook is the way the tag economy unifies gear, conditions, and fictional positioning, which keeps the rules compact while still letting the fiction snowball in messy noir fashion.
Where It May Not Fit
The tradeoff is that Technoir asks the group to buy into its abstractions. The adjective/tag economy and Push-dice flow are clever, but some readers need a few passes before the system fully clicks, and groups wanting crunchy firefights, gear catalogs, or straightforward tactical procedure may prefer heavier cyberpunk games. It is best for tables that want investigation, conspiracy, and momentum more than equipment simulation or mission-board combat loops.
What this game is about
A strong fit for cyberpunk groups that want investigations, conspiracies, and street-level pressure, with Transmissions giving the GM a fast way to build messy plot webs.
Structured data and an explicit decision profile JSON document are available for remote agents.