TECHNOIR – PLOT MAPS

MISSION SEED:
-	Randomly determine 3 nodes.
-	Connect the three nodes.

FAVORS
-	First Time: Add connection to the plot map.
-	Second Time: Connect to the plot map.

LEADS
-	Have player roll d6.
-	Consult the connection’s Connection Table.
-	If generated node is NOT on the map, add it and connect it.
-	If the generated IS on the map, link the connection to it (they’re involved).

MAINTENANCE
-	Cross out “dead” nodes.
-	After a few sessions, take three loose-end nodes and associate them into a new mission seed.

ADDING TRANSMISSIONS
1.	Roll one random node from new Transmissions master table.
2.	Protagonists can ask an existing connection for an introduction to one of the connections in the new transmission. (Randomly determine the connection.)

RESETTING PUSH DICE

-	Push Dice Requirements:
o	Player with fewer than 3 Push Dice.
o	GM must have enough Push Dice to reset them.
-	Play out a scene with a connection that the player has a relationship adjective with.
o	Cannot take action against the NPC.
o	Something in scene must exemplify the relationship adjective.
-	GM gives player 3 Push Dice.

TECHNOIR – CONTENTION

VERBS
-	Coax
-	Detect
-	Fight
-	Hack
-	Move
-	Operate
-	Prowl
-	Shoot
-	Treat

ADJECTIVES
-	Fleeting: Go away at end of scene.
-	Sticky: Short term.
o	Positive: Last to end of following session.
o	Negative: Can be mended (see below).
-	Locked: Permanent… mostly.
o	Positive: Engrained characteristics.
o	Negative: Can be mended by replacing the loss.
-	Prohibited: Cannot apply “unconscious”, “dead”, or any other adjective that removes all character agency.

APPLY ADJECTIVE
1.	Recharge Push Dice.
2.	Establish Vector.
3.	Dice Pool
a.	Action Dice = Verb rating
b.	Hurt Dice = Negative adjectives
c.	Push Dice = Can be discharged for each adjective, object, or tag.
4.	Roll Dice.
a.	Hurt Dice cancel all matching numbers.
b.	Result = Highest surviving number. (Multiples = +0.1)
5.	Determine Reaction.
a.	Establish Reaction Vector
b.	Verb rating + Push dice
6.	Apply Adjective
a.	If Result > Reaction adjective is applied. (On failure, prime the Verb used.)
b.	Spend surviving push dice to increase adjective severity (if desired).
i.	1 Push Die = Sticky
ii.	2 Push Dice = Locked
c.	Modify adjective if necessary based on reaction/adjective severity.
7.	Discharge used Push Dice.

SEQUENCE
-	Everyone gets one turn before anyone gets their second turn.
o	Attack (apply negative adjective on enemy)
o	Aid (apply positive adjective on ally)
o	Recover (removing negative adjectives)
-	Off-Turn:
o	React.
o	Interfere.
o	Challenge vectors.

UNOPPOSED ACTIONS: Don’t bother rolling, but you can still spend Push Dice to make adjectives sticky or locked.

INTERFERENCE: Interfering character uses their Verb to determine reaction rating. Both interfering character and target can spend Push Dice to increase reaction rating.

MULTIPLE TARGETS:
-	Requires specific adjective or tag (fast, burst-fire, etc.).
-	Discharge 1 Push Die. (Must have valid vector for all targets.)
-	Targets determine reaction ratings individually.

REMOVING  FLEETING ADJECTIVES: Resolve like any other action, except you remove the adjective they’re maintaining on you instead of applying an adjective to them. (If no one is maintaining the adjective, then it’s unopposed and you automatically succeed.)

OVERWRITING ADJECTIVES: Must be either as severe or more severe than the original adjective.

ULTIMATUMS: If the target doesn’t comply, the character can immediately resolve the action they threatened.

COMMON ATTACKS
-	Shooting someone behind cover: Shoot vs. Prowl
-	Shooting someone in the open: Shoot vs. Move
-	Boxing or wrestling or knifing: Fight vs. Fight
-	Grabbing someone trying to run away: Fight vs. Move
-	Trying to outrun someone: Move vs. Move
-	Trying to outdrive/outsail/outfly someone: Operate vs. Operate
-	Jumping onto a moving vehicle: Move vs. Operate
-	Trying to chase someone with a drone: Operate vs. Move
-	Trying to give someone the slip: Prowl vs. Detect
-	Trying to serve someone a drugged drink: Treat vs. Detect
-	Trying to hack someone’s linked network: Hack vs. Hack
-	Trying to seduce someone: Coax vs. Coax
-	Trying to give someone the shakedown: Coax vs. Coax

TECHNOIR – HARM AND HEALING

LETHAL CONSEQUENCES
-	Any scene in which a character receives a negative adjective describing physical harm may result in lethal consequences at the end of the scene.
-	Roll Hurt Die for each sticky/locked negative adjective character has.
o	1 Hurt Die = 6: Character receives dying as sticky negative adjective.
o	2+ Hurt Dice = 6: Character receives dead as locked negative adjective.

DYING: Character still has agency and can act.
DEAD: Character cannot take actions.

HEALING VERBS:
-	PHYSICAL/PSYCHOLOGICAL/SOCIAL: Treat
-	OBJECT: Operate
-	SOFTWARE: Hack

HEAL CHECK:
1.	Add Hurt Dice from negative adjectives of both healer and target.
2.	Patient Chooses Primed Verb for Improvement (Optional)
3.	Roll Dice
a.	Difficulty = 4

LOCKED ADJECTIVES – REPLACEMENT: Locked negative adjectives require implant of an object to replace what was lost. (Requires purchasing object and 5 Kreds or a splice favor for installation.)
-	OBJECT: Pay half the object’s cost for replacement parts.

OUTCOME
-	FAILURE: Adjective remains.
o	Dying: Overwritten with “dead” as locked negative adjective.
o	Dead: Character is permanently dead and removed from play.
-	SUCCESS:
o	Sticky Adjective: Adjective is removed.
o	Locked Adjective: Adjective becomes sticky.
-	VERB IMPROVEMENT:
o	If one of the Hurt Dice > than the primed Verb rating, patient gains +1 on Verb rating. (Erase all prime marks.)
o	If Verb is not improved, do not erase prime marks.

RECOVERY TIME: Subject to adjustment. If interrupted (by attempted action or negative adjective being applied to them), recovery clock resets.
-	Repairing Object/Program: A few hours
-	Sticky Adjective: 24 hours
-	Locked to Sticky: 48 hours