Noir 1933 - Digital Edition
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Noir 1933 Digital Rulebook PDF
Noir 1933 is a new tabletop role-playing game combining reconstructed lost histories, powerful communities, and pulp action, where your character’s neighborhood is their greatest weapon.
Heroes rise from neon-lit jazz clubs, crowded warrens, and hidden speakeasies, while the world buckles under economic collapse and the shadow of fascism. These are the protectors of the downtrodden, fighting in the shadows of a world that refused to see them. Forget the legends you know: help us reconstruct these forgotten histories and fight for justice in a world on the brink.
Justice is hard to find where the law fears to tread. Civil society, uptown heroes, and the precinct police have a habit of looking the other way when it comes to immigrant warrens and minority districts. In these neglected corners, survival means brokering back-alley deals and skirting a law that was never meant to protect you. Out of this darkness emerges a new kind of guardian...
Protecting your neighborhood is a dangerous business and prosperity earns you enemies. The smoke-filled streets of 1933 are a gritty noir landscape where mobsters and street toughs aren’t the only things to fear. Here, Cthulhu-esque horrors and classic monsters lurk in every shadow. You don't just survive these streets; you defend them.
Our universe is a collaborative, contributor-led space. We’ve united a diverse team of creators to build a world where our differences are our greatest weapons, including Mary Fan, Keith R.A. DeCandido, Dobrosław Wierzbowski, Nahry Em, Adriano Moraes, Deirdre Sullivan, Dave Rudden, and Daniele Bolelli, plus Derek Tyler Attico working as Creative Consultant and writer. Scroll down to see the biographies and works of our amazing contributors!
Your support doesn't just fund a rulebook; it builds an immersive pulp universe rich with original art and fiction based on hidden heroic histories.
In the shadows of the Depression, unsung heroes rise from their communities to fight for justice. Join them and reclaim their history!
In support of our contributing artists and writers, we want to make a high quality, artist-grade book that you’ll be happy to flip through even when you’re not playing! Crafted with the high quality that you can find in the “Art of…” series of art books, you’ll be receiving a premium product made by experienced hands!
You can pledge for a digital or physical copy of the rules, or both!
The physical copy of the book will be a high quality, art-class volume, printed in Eastern Europe. We're currently planning on a 216 page book, but that could increase as we unlock new stretch goals!
We’re building a volume that demands to be read. This is a celebration of a relentless collective of creators, each bringing their own brand of fire to each page. We want a work so visceral you’ll find yourself hooked on the prose and haunted by the art long after the dice have stopped rolling!
If you want a copy of the gorgeous hardcover book but also think it's spiffy to have the digital files, you can pledge for both!
Lastly, if you want to go all-in and immerse yourself in the World of Noir 1933, you can pledge at one of two "Foundation" levels and help create the game!
The first Foundation pledge includes working with the Noir 1933 team to create a custom character, complete with original art by Terry Huddleston and featuring a set of specially created rules!
The second Foundation pledge includes making a custom character and adds a custom scenario, sketched out by you and brought to life by the Noir 1933 team. Plus, you'll schedule an online game session to play your scenario with the writers and creators behind Noir 1933!
If you're interested in one of the Foundation pledges and have any questions, please send us a message through Kickstarter - we're happy to talk more details!
We’re keeping the add-ons to a low hum for now. We want the core rules to hit the stage with a clean, sharp tempo with no missed beats and no delays. Once we’ve delivered that opening set to your doorstep, we’re ready to blow the roof off with accessories, expansions, and modules!
We’ve got the goods: a collection of premium prints that capture the soul of Noir 1933. We’ve rigged them to slide right into the rulebook: no extra delivery fees, no paper trails. Looking for something bigger to hang over the mantle? Keep your ears to the ground for an update from Terry Huddleston; he’s got the big guns coming soon.
As the heat rises and the bankroll grows, we’ll be unlocking a series of Stretch Goals to give every backer a bigger piece of the action. We’re keeping the operation lean and mean to ensure we deliver a top-shelf product without missing a beat, or our deadline.
In this 4-page comic, Chinese American author Mary Fan flips a pulp-era "yellow peril" stereotype on its head with an original character who, in 1933 Shanghai, uses deception, cunning, and martial arts skills--plus a few mentalist powers--to ward off colonizing forces and protect her people. Artist Adriano Moraes brings the action to life through dynamic black, white, and red sequences.
Improves every copy of the hardcover rulebook with three silken bookmark ribbons.
During one of the single worst incidents of racial violence in American history, an angry white mob unleashed an 18 hour massacre on the Greenwood neighborhood of Tulsa. But what if that wasn’t the end of Black Wall Street? What if it was the catalyst to a new beginning? Help us explore the “what ifs” of the next decade in “New Greenwood – Pilgrims in Peril.” Features co-authored new fiction by Creative Consultant Derek Tyler Attico and Lead Writer Duane Burke.
When you make a character to play Noir ‘33, you can choose from three broad categories: Pulp, Tech, and Weird heroes. Each of these has three archetypes, to further tailor your character to your story!
When players create their Noir 1933 characters, they also create the Neighborhood where their hero lives and works, providing a local context for every choice and action. Our system showcases our commitment to portraying the myriad Neighborhoods of a living city, places where history and class, governments and power, ethnicity and culture are not mere abstractions, but vital concerns that ground and motivate our heroes.
Noir 1933 has a detailed character building system and, if you want to get started quickly, also includes a few notable characters you can play as or use as NPCs and celebrities in your games. Each of these characters has detailed rules and feature in much of the fiction within the rulebook.
The Slugger: A blue-collar brawler, whose credo is punch first, ask questions later. Equipped with crude, simple weapons like clubs, bats and high impact, low range pistols, they let their fists do the talking. And thinking. And everything in between.
The Professional: Relying on wits and skill rather than physical prowess, the Professional, from dapper playboys to rumpled sleuths, navigate the stratified society of the City. Amongst their number are the Mentalists: showmen and specialists who deploy pseudoscientific skills of influence and perception.
The Street Sharp: Fast and agile, hitting hard then slipping away into the warrens of the neighborhood, Street Sharps are lithe youths, gang members, or hardened veterans, wielding hidden knives as deftly as they wield their knowledge of the city’s secret ways.
TECH HEROES
The Gadgeteer: Equipped with a dazzling array of scrappy, cobbled-together devices, the Gadgeteer zips across the city skyline, unleashing perilous weaponry that skirts the very edge of scientific plausibility.
The Weaponsmith: Pouring all their technological devotion into a singular device of unparalleled craft, be it a weapon, a vehicle, or suit of armor, the Weaponsmith is bonded so intimately with their signature invention they wield it with almost supernatural ability.
The Augment: Cursed as much as blessed by technology, the Augment incorporates into their bodies lifesaving devices that boost their strength and durability far beyond the norms of humanity, but which blur the line between biological and artificial, between man and monster.
WEIRD HEROES
The Initiate: Drawing their strength from their cultural heritage, either through the spirits of the dead or through the power of ancient artefacts, the Initiate defends their neighborhood with martial skills and ritual weaponry.
The Volatile: Empowered by extradimensional sources of energy, the body of the Volatile is transformed into a weapon with unparalleled scope for destruction, requiring those afflicted to master not only their powers, but their capacity for self-control.
The Mystic: Entering into a bargain with Entities beyond the realm of the Known, the Mystic is a master of reality-warping powers. In return they pledge their body and soul, forever risking becoming a pawn of their unseen masters.
In Noir 1933, your roots define your reach. A character’s community is their greatest asset; a lifeline of resources, a means to reliable intel and - when the chips are down and the heat is rising - a refuge from the trials and tribulations of the City. As your character evolves, so does their neighborhood; your victories bring prosperity and pride to the streets that raised you. However, stepping beyond the streets you know brings a dose of cold reality: outside the comforts of home and the safety of your circle, gossip no longer passes freely, your name opens no doors, and the locals see in you no hero, just a two-bit punk from the wrong part of town…
Many TTRPGs begin in a tavern, a disposable venue left behind in search of somewhere more adventurous. In Noir 1933, such spaces are never forgotten, but become instead places to protect and grow, and are foundational elements of our unique City Building system. When players create their Noir 1933 characters, they create in tandem the Neighborhood in which their hero lives and works, providing a local context for every choice and action. Our system showcases our commitment to portraying the myriad Neighborhoods of a living city, places where history and class, governments and power, ethnicity and culture, are not mere abstractions, but vital concerns that ground and motivate our heroes
Your Neighborhood is a fundamental part of your character; granting special abilities and resources – developing a network of newsstands widens the scope of a character’s intelligence, while bustling docks may import strange materials to develop mind and body. As you grow, your community grows with you. Engaging in your Neighborhood, performing missions that protect its people and defend its interests, see that investment returned with expanded resources, equipment, and a host of ways large and small that a community bolsters its supporters. But GMs are a part of the community as well, and through our system they can create influential Factions and forge narrative hooks that impact both character and Neighborhood development. Sure, the hero may build another speakeasy or a new theater to watch the latest newsreel, but this prosperity may allow the GM to slip a cult or two into the shadows…
Yet Neighborhoods and their heroes do not stand alone – In Noir 1933 there is strength in diversity, and great benefits flow from collective effort. This goes beyond a mere pooling of resources or information, embodied in Noir 1933’s Solidarity System. Here, heroes of vastly different backgrounds band together, compensating for their individual weaknesses and magnifying their powers in ways that would be impossible when working alone – a technological Gadgeteer finds a way to harness the unwieldy energies of a tormented Volatile hero. A Frankenstein-like Augment reconnects with their humanity through the soothing magics of a Mystic. A war-wounded Street Sharp lays the dead to rest through the wise counseling of an Initiate. No matter their background or class, a shared humanity joins our heroes together, a Solidarity that expands the borders of what constitutes community.
Noir 1933 features a more interactive morality system than other TTRPGs. Morality is a key part of the philosophy of the game, with our hero’s actions have both outward expression and inward consequences. Players track the toll of traumas not just in battle but in social situations as our heroes move amongst different populations and different classes. Changes in a hero’s morality may spur a negative response from their community, leaving the hero ostracized and affording them fewer benefits than a neighborhood usually grants. At the same time, the changing demands of a Neighborhood may have consequences for the hero, altering them over time as they struggle to be the force of vengeance or the spotless Savior their community needs.
While the fantastical nature of the Noir 1933 universe allows for the techno-wizardry of the Mastersmith, the mind-bending Mentalist, and the brute force of The Slugger (and pretty much any other classic Pulp hero you can think of), all Archetypes utilise a currency system called Sway. This influence-based currency is earned through Neighborhood building and undertaking specific missions. Sway gives a structure and a goal to player downtime, allowing them to interact, influence, and direct their communities towards common purposes. Multiple gaming sessions across a campaign allow players to accumulate Sway for use in and outside their communities. Sway allows players to extend their influence into other neighborhoods via alliances and cross-cultural programs that benefit all, to foster the plans of friendly Factions while impeding those set against the hero and their community.
Every character has a different "Suite" of three dice at their disposal. These can range from four-sided to twelve-sided dice, or any of the shapes in between. They can use these dice in different ways, depending on the action they're attempting. You'll need to be judicious when choosing which dice to roll:
Do you save your d10 for later, and attempt to persuade the heavy at the door to the club with your d4?
You lash out with your electro-whip, attempting to shock the Pinkerton menacing you: do roll your d6, d8, or d10 to see if you strike true? The remaining dice will be used to see what effect your attack has - so rolling your better dice to see if you hit may reduce the impact of the attack. And if you save your worst dice, you may leave yourself open to a counterattack!
A District is chosen from a City Map created by the GM. Each District has different benefits and drawbacks determined by its geography and its proximity to road and rail. The Player chooses the District which suits the strengths of their Hero and best represents their background. For instance, a Hero with a maritime culture and a strong union background may choose a District bordering the river that runs through the City. This District becomes the Neighborhood of the Hero, a place for them to defend, to represent, and over the course of a campaign, to strengthen and develop.
The Player rolls on a table to determine the local geography of the Neighborhood and some quirks of its history. They populate its streets with businesses, industries, and organizations which generate resources for the Hero - Scratch, which is used to purchase goods and services, and Sway, a social currency used to influence other Neighborhoods and the many factions which make their home in the city. Other fixtures of the Neighborhood provide places to heal, to gather information, and to source rare or illicit goods. The Player generates allies who share the Neighborhood with the Hero and who act as their intermediaries and agents, as well as various Persons of Influence - elders, grandees, and other important people who hold together the social and political life of the Neighborhood. In addition, the Player rolls to determine how integrated city governance is with the Neighborhood, whether governmental departments are present and how pervasive or lax the level of policing is.
Breeland Heights: Gigantic gargoyles guard the gated entrance to Breeland Heights. It rests atop a bluff, a playground for the elite sitting in perpetual judgement over the rest of the city beneath it. It’s a community where the tree-lined streets are cleaner than most of the dinner tables of the masses, and the parks that overflow with the vibrant colors of a cornucopia of diverse trees and the energetic sounds of exuberant children. Clearly, the neighborhoods in its shadow below are where the hard work is done, but undoubtedly the money flows uphill. And business is good.
The world of 1930s pulp is a delicate space to maneuver in. It gives us the beginnings of our superhero history, with mythic and dark heroes, but those past storylines were tinged with an innately biased perspective and, at times, clear racism. Historically, that world was awash with racial subjectivity which pushed people in and out of illusionary circles of liberation, keeping some out as "others," while welcoming some at the cost of their heritage and much of their souls.
It was a time when labor fought corporate-hired thugs in the street and organized for each other’s collective power, where real estate tycoons pushed the poor from neighborhoods, where jazz clubs were raided by song-silencing police. A time when commercial-made pollution destroyed neighborhoods and killed those already living in poverty. Where the Pansy Craze was in full swing, titillating the mainstream with outlandish and culture-affecting shows. Where Prohibition birthed new crime and the opportunity for disregarded communities to create lucrative revenue streams. Where banks foreclosed on houses and farms alike, because the occupants could not overcome the devastating force of the Great Depression. A time when the dark shadow of fascism fell across the world.
Yet, amidst this darkness, there was a renaissance in art, music, and thought. It was a time when education mattered, and its goal of raising all peoples up was apparent in even the headlines of newspapers. Where communities strengthened and came together for a greater good. Where political opinions along with music, art and philosophy were discussed in bustling kitchens.
But what about the heroes? Sure, we have the pulp classics like The Shadow, Doc Savage, The Phantom and others, who often plundered superhuman and mystical powers abroad. But we had to ask ourselves – why would a marginalized community give their secrets to these heroes and not to those within their own communities - heroes embodying their community’s shared culture, a partnership between people and protector that strengthened both? Surely then, there must be heroes in this fictional universe that were lost to our pulp histories.
And really, that is what this project is for - to reconstruct the lost histories of the 1930s, moving beyond the traditional pulp canon to reveal the vibrant, hidden communities ignored by the fiction of the time. By centering heroes within the shadows of tenements, jazz clubs, and segregated neighborhoods, we give voice to how these unsung guardians organized to shield their neighborhoods from systemic injustice and economic ruin. By inviting a diverse collective of authors and illustrators to populate this universe, we will create a space where characters must overcome the heavy cost of racism, social barriers and complex community-based realities to ignite a flicker of hope in a world on the brink.
Join us. Reclaim their history.
Noir 1933 is more than just a roleplaying game. It is an expansive, collaborative process with over a dozen creators working together to make a robust world packed with gritty fiction and jagged art. The Noir 1933 rulebook brings together a diverse range of authentic voices who will place you in the streets, dark back alleys and hidden speakeasies of Noir 1933.
The authors, illustrators, and visionaries will show you the world through bloodshot eyes, handing you a collection of pulp so sharp it’ll draw blood even if you never roll a die.
Whether you’re a hardened role-player or just a sucker for a dark story, this volume is the dark shadow your bookshelf deserves.
Meet the talented group of Creators currently working to create the World of Noir 1933:
Mary Fan is a sci-fi/fantasy author based in Jersey City. She has over a dozen published books, include Stronger Than a Bronze Dragon, Starswept, and Artificial Absolutes, is the co-editor of the Brave New Girls anthologies, and has contributed to numerous anthologies, including Combat Monsters, The Green Hornet and Kato: Detroit Noir City, and Thrilling Adventure Yarns. When she’s not writing, she can usually be found singing alto at choir rehearsal, smashing bags at the kickboxing gym, or tangled up in aerial silks. Find her online at www.MaryFan.com
Keith R.A. DeCandido (linktr.ee/krad418) has written tons of novels, stories, comics, and nonfiction over his 37-year career. He’s written fiction based on games, TV shows, movies, comics, and literary characters, as well as in worlds of his own creation. Recent and upcoming work includes the new novel series Supernatural Crimes Unit: NYPD and The Inflictors, the short story collection Dragon Precinct: Origins, the graphic novel Resident Evil: Infinite Darkness: The Beginning, and stories in several issues of Weird Tales and Star Trek Explorer and various anthologies. He writes about pop culture for the award-winning web site Reactor Magazine. Keith is also a fourth-degree black belt in karate and an accomplished percussionist.
Dobrosław Wierzbowski graduated from the Academy of Fine Arts in Poland. He is an illustrator and computer graphic designer by profession. He is interested in ancient weapons and archaeology. He published several articles about old weapons. In his free time, he paints and draws with ink in the traditional way and watches comics. He also likes Baroque music.
Nahry Em is a freelance artist, a professional fighter, and the editor and graphic designer for the award-winning podcast History on Fire. As a martial artist, she competed professionally fighting both in Asia (for the region’s premiere organization One Championship) and in United States. As an artist, she has illustrated books, and designed covers. Currently, she is studying Taiko drumming, and teaches martial arts and women’s self-defense.
Adriano Moraes is a Brazilian born multimedia writer/artist working in Philadelphia and NYC. His comics and illustration work can be found in the Eisner winner Dream Another Dream anthology, Brave New Girls editions from 2022-2025 edited by Mary Fan and Paige Daniels, Thrilling Adventures edited by Robert Greenberger. His animation work can be seen in the Award Winning film Lost Cos ( 2021 ) by Robin de Levita. He runs @liveartbyadriano producing 50 to 100 drawings a night for cabaret, corporate, private and online events for the last 10 years.
Deirdre Sullivan is writer and teacher from Galway. She has written nine acclaimed books for young adults, including Savage Her Reply (Little Island 2020), Perfectly Preventable Deaths (Hot Key Books 2019), and Tangleweed and Brine (Little Island 2017). She was the recipient of the CBI Book of the Year Award in 2018 and 2021 and the An Post Irish Book Award for YA in 2018 and 2020. Her collection of short fiction for adults, I Want to Know That I Will Be Okay was published in 2021. Little Lives, one of the short stories from I Want To Know That I Will Be Okay won the An Post Irish Book Award for Short Fiction in 2021, and has been optioned for film. Weave, a collaborative collection of short fiction and folklore, co-written by Deirdre and Oein DeBhairduin and illustrated by Yingge Xu was released in 2022 by Skein Press. Her debut picture book, Little Passenger (Walker 2026), illustrated by Jessica Love, was released in March of this year.
Dave Rudden is the Sunday Times-bestselling author of a number of horror and fantasy series for young people and adults, including the new Celtic-inspired epic fantasy Sister Wake (adults) Tales of Darkisle (9 - 11) Knights of the Borrowed Dark (11 - 13) as well as multiple works in the Doctor Who universe. He has delivered writing workshops all over the world to hundreds of schools, universities, festivals, conventions and one literary death match. Find out more at daverudden.com.
Daniele Bolelli is a writer, podcaster, and history professor. He is the host of the highly popular podcast History on Fire (which won the iTunes “Best of 2015” Award and has over 25 million downloads). He is the author of four non-fiction books published in multiple countries (including the modern classic about martial arts philosophy On the Warrior’s Path). His first fiction novel is due to be released in 2026. He is also the creator of a popular audio-series on Taoism. He grew up in Italy, but currently lives in the United States.
Derek Tyler Attico is a bestselling, award-winning speculative fiction author, photographer, screenwriter, educator, and role-playing game designer. Derek will not only be adding his voice as an author, but also as photographer and Creative Consultant. His first screenplay won the Dramatists Guild of America’s Excellence in Playwriting Award, his debut short story placed first in the Star Trek: Strange New Worlds Anthology contest, and his first novel Star Trek: The Autobiography of Benjamin Sisko earned a Scribe Award nomination. He teaches storytelling for comics, mentors writers, and hosts the podcast Soul of the Story. Learn more at DerekAttico.com or connect with him on social media platforms using the handle @Dattico.
We’re a small team united by a passion to tell stories of pulp heroes from the unseen communities history ignored. We’re focused on delivering a game that is easy to pick up, action packed, and which creates unforgettable moments at the table and beyond.
Project Director Teras Cassidy keeps the vision sharp and the campaign moving, ensuring every piece of this game fits together into something worth backing.
Game Designer Graham Tugwell has crafted a system that’s intuitive to learn but deep enough to reward creativity and long-term play. A veteran of TTRPG and game writing, including the Cubicle7 Roleplaying games Doctor Who: The Einstein Engine, Doctor Who: A Stitch in Time, and Vault 5e: Uncharted Journeys.
Artistic Director Terry Huddleston brings the world to life with a distinct visual identity that captures both the tone and wonder of the setting. Terry has one of America's largest selections of nostalgic pop culture art. He has also designed toys and other various merchandise under the Marvel, DC, Disney/Star Wars license.
Lead Writer Duane Burke weaves the narrative threads, building a rich, immersive world filled with memorable characters, conflicts, and choices. If you are looking for something “Twilight Zone” to read, check out The House on Dominion Street — Winged Hussar Publishing Supply Room. Here you will find Duane’s short stories – “I Hate Tomatoes” & “Shot Game."
Aaron Dill managed the Noir 1933 Kickstarter campaign, currently runs Jolly Lark, consults on game design, and is a veteran board game designer. Jolly Lark sells hobby and miniature painting accessories. In the past, he worked on board game projects including Spartacus, Star Trek: Ascendency, Firefly: the Game, Tentacle Town, and Vault of Dragons, among others.
Currently, the rules are in early playtesting. We're planning to finalize the rules within a few months of wrapping this campaign, at which point we'll use funds from this campaign to get the rules into their final, print-ready state. Here's what our current timeline looks like:
We are planning to use multiple shipping partners, to reduce backers' shipping costs where possible. Shipping will be charged in the pledge manager, after the campaign, based on current rates. As of the campaign's launch, our best estimates are shipping costs are as follows:
Given current uncertainties in the world, especially around transport costs, these may change, but we'll do our best to find economical shipping options.
NOTE: Although the pledge levels say that we will ship anywhere in the world, our shipping partners are unlikely to ship into active war zones or to certain countries for various, fluid reasons, so this may change. Should it be the case that we become unable to ship to you, we will refund your pledge.
Additionally, there are many tariffs being thrown around at the moment by the US Government, and we are hoping that their impact will be minimal. Although Noir Inc. is based in Canada and the US, our books are printed in Lithuania, in the EU. At the time this campaign, this should mean that only those books coming into the US for fulfillment (US and the Americas) might be impacted.
This is the first Noir 1933 Kickstarter, but the people behind it are veterans of the industry and are familiar with the Kickstarter process and pledge fulfillment. After the campaign ends, there are the "normal" risks of things taking longer than we'd expect, working with writers and artists, and pulling together the final layout of the game. We think we've given ourselves enough time to finish the project, with some leeway. The biggest single risk that we see, in these politically uncertain times, is that global politics would delay the project or increase costs. But that's also out of our control. And the unexpected is just that...unexpected.
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