TEXT: MECHNOIR
  Player’s Guide
  
  2
  MECHNOIR
  The Mechnoir 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, Illustrations
  Jeremy Keller
  Editing
  Colleen Riley
  Playtesting
  Daniel Bayn, Mark DiPasquale, Colleen Riley
  CONTENTS
  Generation ................................................................3
  Verbs .........................................................................4
  Adjectives .................................................................5
  Connections ..............................................................6
  Objects.......................................................................7
  Tags ...........................................................................12
  Contention ................................................................13
  Armor Rules ............................................................14
  Vectors and Scale ..................................................14
  Restoration ..............................................................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 pro-
  tagonist 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 the “Relation-
  ship 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. Connec-
  tions with the shark, fix, stable, or splice favors can provide loans or discounts. Tell the 
  GM whenever you call in a favor. Two 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)
  Emissary
  Coax, Prowl, and TreaT
  charming, prepared, or smart
  Enforcer
  Coax, Move, and FighT
  brutal, fast, or tough
  Gunner
  DeTeCT, haCk, and ShooT
  accurate, quick, or ruthless
  Marshal
  FighT, Prowl, and ShooT
  persistant, quiet, or strong
  Medic
  DeTeCT, Move, and TreaT
  clinical, fearless, or practiced
  Priest
  Coax, Move, and TreaT
  authoritative, calm, or determined
  Rigger
  FighT, oPeraTe, and ShooT
  brave, healthy, or intuitive
  Smuggler
  haCk, oPeraTe, and Prowl
  ace, savvy, or sneaky
  Technician
  DeTeCT, haCk, and oPeraTe
  clever, meticulous, or technical
  
  4
  MECHNOIR
  VERBS
  Verbs describe your protagonist’s ability to perform actions relevant to the criminal adven-
  tures she will become involved in. They are used to create positive and negative adjectives 
  on other characters and their objects. 
   
  Here are descriptions of the nine verbs. Listed with each are examples of adjectives 
  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, track people, and use rig and transport sensors.
  Watched
  Marked
  Recognized
  Nervous
  Paranoid
   Fight
   Used to attack bare-handed and with melee weapons (or with a rig’s limbs).
  Shielded
  Stunned
  Bruised
  Severed
   haCk
   Used to access and manipulate other’s objects, rigs, and transports 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 transports, and control rigs.
  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, like those mounted on rigs and transports.
  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
  MECHNOIR
  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 con-
  nection, the GM will have you roll a die and use the result to consult the Transmission.
  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):
  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 or from a location on Mars.
  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.
  Stable
  Front you the money for any rig or transport, including any upgrades. You owe service to 
  the connection until you can pay the debt back. Mark this in the ‘debt’ column.
  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. The objects here are spe-
  cific to Mechnoir. Those found in the Technoir Player’s Guide should also be available.
  PILOTING GEAR
  Flight Suit
  All-puprose wear for transport crew.
  Tags: display, emergency shute, gesture input, impact armor, linked, sound
  Base Cost: 6
  Upgrades: condition monitor, life support, toolkit
  Rig Control Suit
  Measures muscle and neural signals to control rigs.
  Tags: cerebral input, display, exoskeleton, gesture input, linked, sound
  Base Cost: 6 
  Upgrades: condition monitor, life support, toolkit
  RIGS
  Dancer 38
  A high-speed rig designed to get in and out of dangerous territory.
  Coyote 5F
  A light rig used for stealth and mobility.
  Warsaw D9
  A dangerous rig designed to cut through rock and other defenses.
  Recke 20
  A sturdy rig designed for defensive deployment.
  Thatcher C1
  A mobile drilling rig converted into a walking weapons platform.
  Trionfo 33
  The largest humanoid rig, built for large-scale construction and demoltitions.
  TRANSPORTS
  R11 Gazer
  A fast and agile dropship built to get in and out of dangerous situations.
  RT3 Koridia
  A cargo ship that deploys rigs to remote regions of Mars.
  
  8
  MECHNOIR
  Dancer 38
  TAGS
  UPGRADE TAGS
  NEGATIVE ADJECTIVES
  A high-speed rig designed to 
  get in and out of dangerous ter-
  ritory.
  Base Cost: 16   
  Upgrades: infrared, machine gun, pulse laser, sonar 
  imaging, thermal-dampeners, thermal imaging
  armor
  cam
  boosters
  linked
  mic
  ostrich legs
  Coyote 5F
  TAGS
  UPGRADE TAGS
  NEGATIVE ADJECTIVES
  A light rig used for stealth and 
  mobility.
  Base Cost: 17
  Upgrades: infrared, machine gun, pulse laser, sonar 
  imaging, thermal-dampeners, thermal imaging
  armor
  articulate arms
  cam
  fast
  linked
  mic
  quiet
  
  9
  PLAYER’S GUIDE
  Warsaw D9
  TAGS
  UPGRADE TAGS
  NEGATIVE ADJECTIVES
  A dangerous rig designed to 
  cut through rock and other 
  defenses.
  Base Cost: 18
  Upgrades: burst cannon, flame thrower, infrared, 
  machine gun, missile battery, pulse laser, shovel, 
  sonar imaging, thermal imaging
  armor
  armor
  articulate arms
  cam
  heavy
  linked
  mic
  sawblades
  Recke 20
  TAGS
  UPGRADE TAGS
  NEGATIVE ADJECTIVES
  A sturdy rig designed for defen-
  sive deployment.
  Base Cost: 19
  Upgrades: burst cannon, flame thrower, infrared, 
  machine gun, missile battery, pulse laser, shovel, 
  sonar imaging, thermal imaging
  armor
  armor
  articulate arms
  cam
  heavy
  linked
  mic
  shields
  stabilizors
  
  10
  MECHNOIR
  Thatcher C1
  TAGS
  UPGRADE TAGS
  NEGATIVE ADJECTIVES
  A mobile drilling rig converted 
  into a walking weapons plat-
  form.
  Base Cost: 20
  Upgrades: burst cannon, crane, infrared, long range 
  rockets, machine gun, missile battery, pulse 
  laser, rail cannon, shovel, sonar imaging, thermal 
  imaging
  armor
  armor
  armor
  cam
  heavy
  huge
  linked
  mining drill
  mic
  quad legs
  Trionfo 33
  TAGS
  UPGRADE TAGS
  NEGATIVE ADJECTIVES
  The largest humanoid rig, built 
  for large-scale construction and 
  demoltitions.
  Base Cost: 21
  Upgrades: burst cannon, crane, infrared, long range 
  rockets, machine gun, missile battery, pulse 
  laser, rail cannon, shovel, sonar imaging, thermal 
  imaging
  armor
  armor
  armor
  articulate arms
  cam
  heavy
  huge
  impact rockets
  linked
  mic
  stabilizors
  
  11
  PLAYER’S GUIDE
  R11 Gazer
  TAGS
  UPGRADE TAGS
  NEGATIVE ADJECTIVES
  A fast and agile dropship built 
  to get in and out of dangerous 
  situations.
  Base Cost: 19
  Upgrades: burst cannon, infrared, machine gun, 
  missile battery, pulse laser, sonar imaging, thermal 
  imaging
  armor
  cam
  hover
  huge
  linked
  mic
  pod
  rotorfans
  thrusters
  RT3 Koridia
  TAGS
  UPGRADE TAGS
  NEGATIVE ADJECTIVES
  A cargo ship that deploys rigs to 
  remote regions of Mars.
  Base Cost: 22
  Upgrades: burst cannon, infrared, long range rockets, 
  machine gun, missile battery, pulse laser, rail 
  cannon, sonar imaging, thermal imaging
  armor
  armor
  cam
  cargo
  heavy
  hover
  huge
  linked
  mic
  pod
  pod
  thrusters
  
  12
  MECHNOIR
  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.
   
  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.
  armor: ferro-plastic plating that protects from ballistic and impact attacks
   
  (defenders can voluntarily disable an armor tag to negate the effects of an attack after 
  any Push dice have been spent)
  articulate arms: mech limbs that can be employed to lift and manipulate objects
  burst cannon: rapidly fires heavy projectiles 
  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)
  condition monitor: sensors to track heart rate, pulse, and other vitals
  crane: a mechanism for lifting heavy cargo.
  display: high resolution imaging projected into the viewer’s vision 
  fast: limb articulation for rapid movement over ground
  gesture input: captures body movement to interact with the Interface
  heavy: weighs more than other objects in its category
  huge: significantly larger than other objects in its category (trumps large) 
   
  (huge rigs and transports can have entire crews operating them rather than a single 
  rigger or pilot. Each crew member gets a turn in a round, but may not use vehicle tags 
  used by another member in the same round)
  impact armor: protective garments designed to stop blunt and sharp attacks
  infrared: senses light beyond the human-visible spectrum
  life supprt: sealed from the elements with an oxygen supply and waste recyclers
  linked: wireless connection to personal and Interface networks
  long-range rockets: fires guided projectiles over long distances 
  loud: makes a high volume, imposing noise
  machine gun: a rapidly firing ballistic weapon
  mic: a sensitive omni-directional microphone 
  mining drill: a large tool used to bore into rock
  missile battery: fires an array of explosive projectiles at once
  pod: used to transport and deploy up to 4 armor points of vehicles or rigs 
   
  (each vehicle takes up as many points as it has armor tags)
  pulse laser: fires undulating waves of destructive energy
  quad legs: the mech walks on four legs for better stability
  rail cannon: magnetically fires a heavy projectile at high speeds
  rotor-fan(s): rotor blades housed in a cylindrical shell 
  shovel: mechanism used to dig earth
  sonar-imaging: emits and senses sound waves, presents data visually
  sound: three-dimensional, immersive audio playback
  strong: limb articulation that can apply great force
  thermal dampeners: coolant used to fool thermal sensors
  thermal-imaging: heat sensors displayed as a visual overlay
  thrusters: jets that provide increased speed in the air
  toolkit: hand held instruments used to make minor repairs to rigs and transports
  
  13
  PLAYER’S GUIDE
  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 (or damage a tag on a 
  targeted rig or transport).
  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 or damage a tag
   
   With an effective action, the player asserts a new adjective on the target. 
   
   By default a new adjective is fleeting. Don’t mark either box next to the adjective:    
   
  Unstable
   
   She can spend 1 Push die from her rolled dice to make it sticky. Mark one box next 
  to the adjective:  
  Dented
   
   She can spend 2 Push dice from her roll to make it locked. Mark both boxes next to 
  the adjective:  
  Crippled
  Or:
   
   With an effective action, the player can damage a one of a targeted vehicle’s tags.
   
   She can spend 1 Push die from her roll to disable a target vehicle tag. Mark the circle 
  next to the tag with one slash to mark it disabled:  
  boosters
   
   She can spend 2 Push dice from her roll to destroy a target vehicle tag. Mark the 
  circle next to the tag with two slashes to mark it destroyed:  
  boosters
  8. Discharge Push dice
   
   Any Push dice left in the player’s roll are discharged.
  9. Respect the adjective or tag damage
   
   Play continues with the new adjective or damaged tag representing a change in the 
  narrative.
  
  14
  MECHNOIR
  ARMOR RULES
  Rigs and transports all have one or more armor tags. Whenever these vehicles would 
  receive physical damage, the operator can choose to sacrifice an armor tag instead. 
   
   To avoid a disabled tag or a sticky adjective, she can disable an armor tag on her 
  vehicle instead.  
  armor
   
   To avoid a destroyed tag or a locked adjective, she can destroy an armor tag on her 
  vehicle instead.  
  armor
  Push dice are still exchanged as per the original intent. Disabled and destroyed tags may 
  not be used again until they are repaired.
  VECTORS AND SCALE
  Generally, individual humans and personal weapons are not large enough to affect rigs, 
  transports, and other massive vehicles. And individual humans are too small to be effec-
  tively targeted by rig and transport weapon systems. So the rule of thumb is that one size 
  category cannot hurt the other. But there are exceptions to this when characters find 
  appropriate vectors.
   
   Individuals can affect massive vehicles when they band together. Each supporter rolls 
  to give an actor a fleeting positive adjective to represent his help (or the GM might 
  automatically give the actor a positive adjective based on a large number of non-
  player supporters). The number of supporters required is however many is needed to 
  make the action sound feasible to the table. The actor then uses at least one of those 
  positive adjectives in a roll against a rig or transport.
   
   Individuals can use sabotage to affect massive vehicles. But this requires first getting 
  inside or onto the rig or transport. A roll to inflict a fleeting adjective such as boarded 
  or infiltrated may be required before the destructive sabotage roll is made.
   
   Rigs and transports have exponentially more computing power than individual specs 
  or headjacks. So banding together or sabotage is also required before a direct haCk 
  roll can be used to damage these vehicles.
   
   Because these vehicles make so much noise, an open channel of communication 
  must be established before any Coax rolls can be made to or from rigs and transports. 
  If one party doesn’t want to talk and switchs off their coms, some hacking might be 
  needed first.
   
   A rig or transport pilot might find it difficult to affect one individual, but she can 
  easily hurt several at once with explosive weapons or stomping. Use the rules on 
  page 114 of Technoir to affect multiple targets.
  
  15
  PLAYER’S GUIDE
  RESTORATION
  After a contention, use this procedure to mend negative adjectives, repair damaged tags, 
  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 and disabled tags 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 or to 
  repair a disabled tag, make an oPeraTe roll. For software, make a haCk roll.
  Locked adjectives and destroyed tags require replacement
   
   For a locked adjective that describes physical, emotional, or social loss to your pro-
  tagonist, implant an object that replaces what has been lost. This downgrades 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.)
   
   For a destroyed tag, pay 1 Kred to purchase a replacement. This downgrades the tag 
  to disabled, which can be repaired (installed) with an oPeraTe roll as above.
  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. Also include a Hurt die 
  for each disabled or destroyed tag.
   
   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 or the 
  tag is repaired.
   
   If the roll’s result is equal or less than the difficulty rating, the adjective or tag remains 
  as is. Another attempt cannot be made until the character receives another sticky or 
  locked adjective or another tag is damaged.
   
   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.
  
  EXPOSITION
  Life on Mars... 
  TECHNOLOGY
  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. Only practical in low-gravity envi-
  ronments, these mechanized giants are piloted by specialized riggers who 
  use cerebral inputs to command the rigs as extensions of their own body. 
  But when the colonies turned against each other, these rigs were retrofitted 
  with weapons and utilized for their destructive capabilities in a war that 
  spans the red planet.
  ENVIRONMENT
  Mars has a toxic atmosphere, horrific sandstorms, and less than half of 
  Earth’s gravity. It’s not exactly easy for anyone to live here. This forces colo-
  nists to huddle together in the sealed domes and underground structures 
  the rigs built. Even inside, farming is less than sustainable and polution 
  is a growing danger as the ability to recycle or replenish Earth’s imported 
  resources is limited.
  SOCIETY
  The various communites that live on Mars came to escape religious and 
  political pursecution on Earth. Now far from their oppressors, it didn’t take 
  them long to turn their disdain towards each other. 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.” Now the working-class riggers, once responsible for building the 
  colonies, have been called on to be the warrior class that might bring soci-
  ety’s destruction.
  Need a copy of Technoir?
  Technoir: High-Tech, Hard-boiled Roleplaying is available 
  as a print + pdf bundle at TechnoirRPG.com.
  Did you get this for free?
  That’s great! This is a creative commons product; you can 
  legally share it with your friends. The Mechnoir bundle is 
  also availble for purchase as a pdf. Buying it helps me to con-
  tinue to produce creative commons products such as this.
  
SOURCE: textdata/thevault/Technoir-Mechnoir/Mechnoir - Players Guide.pdf