Investigate the shadows Embrace the dark Pierce the veil

Dark Noir will be launching soon

Step into the role of an Agent with the Dark Noir Detective Agency and hunt the creatures that go bump in the night.

The difference of Dark Noir

Why did we create Dark Noir?

Creating Dark Noir was driven by my love for fantasy, especially the rich worlds of Arthurian legends and Tolkien's epics. Yet, I yearned for a fresh take, something that resonated with today's world. I wondered where elves, dwarves, orcs, and other fantastical beings would fit in our modern era. As ideas evolved, they began to merge into a unique vision. What if these creatures were hidden in the shadows, behind a veil? What if humanity's saviors were detectives, armed with badges, fighting the unseen monsters of the night? Thus, Dark Noir was born, blending the intrigue of urban fantasy with the grit of pulp detective stories.

A crime takes place

A monstrous crime pierces the veil, exposing a hidden world where dark creatures and sinister forces lurk.

Investigate the crime

Agents dive into the shadows, unraveling dark secrets and hunting supernatural threat.

Neutralize the threat

Confront the menace, unleashing grit and firepower to neutralize the threat and restore order in the shadows.

What is new in Dark Noir

We made some changEs;
Getting rid of classes and levels.

Dark Noir reinvents the RPG experience with no static hit points, traditional saving throws, or armor class. Opposed rolls and player-controlled narratives drive the action, while a modular point-buy system allows for flexible character creation and advancement. Embrace on-the-fly magic and a classless, level-free progression in this unique, dark urban fantasy setting.

Tiered Health

As you take damage, attacks grow increasingly lethal, escalating the peril with each strike.

No XP

Use a versatile point-based system, serving as currency to enhance characters or fuel specific actions.

Opposed Combat

Missing an attack usually results in taking damage from the target's counterstrike.

Minimal Dice

Use a single d20 for gameplay, with other dice needed only for rare, specific circumstances.

Player Narratives

Successful investigative checks turn players' theories into story truths.

No Classes

Complete customization allows players to tailor agents exactly as they want.

Modular Magic

An on the fly modular magic system that doesn't use spell slots

20+ Monsters

Every corner of the dark urban landscape hides a new, haunting threat.

Short preview

SnEak pEEk inside the book

Get a glimpse of the game, some of the magic, and actionable advice great for any game master. 

Monster Artist

Meet MonstEr Artist Jeremey Hart Illos

Jeremy Hart Illos is a talented illustrator specializing in characters, creatures, and other fantastical elements for tabletop RPGs. His artwork has been featured in various RPG books since 2014, showcasing his passion for the genre. In 2018, he began creating and illustrating his own monster zines, further demonstrating his dedication and skill. Jeremy is particularly fond of monster manuals and bestiaries, drawing inspiration from classics such as the Swords and Wizardry Tome of Horrors (Complete) and S. Petersen's Guide to Cthulhu Monsters.

 

The artwork below are samples from Jeremy's portfolio, including work from other projects. These are not pieces that will be included in Dark Noir. To see more of Jeremey's art, please follow his Linktr.ee/jhillos

Monster Artist

Meet Character Artist Robin Schutt

Robin Schutt is a self-taught artist who began her journey at the age of nine, inspired by a desire to create InuYasha fan art and original characters. Her unique style blends influences from Disney princesses and the Justice League Unlimited cartoon. Though she primarily created D&D portraits for her own groups, her passion and talent shine through in every piece.

The artwork below are samples from Robin's portfolio. These are not pieces that will be included in Dark Noir. To see more of Robin's art, please follow her instagram.

Before the campaign

Free PrEviEw before you back us on Kickstarter

If you're ready to dive into the shadows, we invite you to back us on Backerkit today! If you’d like to explore our world first, feel free to check out the free preview. And remember, you can always do both for the full experience!

We've got answers

Frequently asked questions

Quick answers to questions you may have. Learn what makes Dark Noir different than other pen and paper games.

No, Dark Noir is crafted entirely by human creativity, ensuring a unique and personal touch in every aspect of the game.

Our monstrous illustrations are created by Jeremy Hart Illos, and we are collaborating with a few other talented artists for the additional inner page artwork.

Some of Jeremy's art can be found Here on DriveThruRPG

Dark Noir is a dark urban fantasy tabletop role-playing game that blends supernatural elements with gritty pulp detective stories, offering a unique and immersive experience.

Dark Noir features a new system with familiar components, drawing inspiration from classics like Dungeons & Dragons, Call of Cthulhu, Shadowrun, and more.

The primary draft of Dark Noir is complete and now needs to go through editing. Additionally, the artwork still needs to be completed.

All funds will be used to cover expenses related to artists, editors, and offset print runs. Additionally, they will support our inaugural convention season, allowing us to bring Dark Noir to a wider audience.

Rob De Ville, Brandon "Potato" Tatroe (Posthumous), Marco Barone, Benn Graybeaton, Alexander Layton, Derek Mark Hibberd, Mark Baker, Andrew J. Lucas, John Reyst, H. Tucker Colbey, Eli Ninnemann, Mason Castro, Luke Zondervan, Robin Schutt, Rodney Salmeron, David Alexander, Rachel Overturf, Mea De Ville, George Gleason, Jon Basinski, Jenn Basinski, Tristyn Young, Dakota Maycroft, & Mike “Machio” Reynolds

About the author

Meet the lead designer

After playing and running tabletop role-playing games for nearly 25 years, I wanted something more unique in the RPG space.

I envisioned a game where combat wasn't always the best option, but still viable; a game that didn't simply empower players by giving them more health or making them better at a couple of things.

I sought a system that felt grounded in reality yet had obvious fantastical influences. Drawing from my favorite aspects of various games, I combined them into a single system, adding new mechanics and elements to create Dark Noir.

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Rob De Ville

Dark Noir Designer