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Outlaws: The Cyber Noir Tabletop RPG

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From the introduction: It’s the year 30XX. Technology has come a long way. Robots are everywhere. Laser weapons have replaced guns. But most importantly, teleportation booths have become the predominate way people travel. These booths allow anyone to move from one booth to another in a fraction of a second. People use them to go to work, the supermarket, etc. However, these booths do not use true teleportation: they do not carry your body from one place to another. Instead, the booths make a clone of yourself at your destination and destroy your original body afterwards. The population has generally come to accept this. You always feel like you when you come out of the other side, after all. Unfortunately, there is a slim chance a teleportation booth will fail to destroy the original. This means there will be two live copies of the same person existing at the same, which creates all sorts of problems. The original undestroyed copies, named ‘outlaws’, are disavowed by society and declared outside of the protection of the law. This is where you come in. Your party used the teleportation booth one day and the booth did not destroy the originals. You, the outlaws, are now hunted down by the government and must stay undercover to survive.

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