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LONER

ANOTHER SOLO RPG


COMPLETE
LONER
ANOTHER SOLO RPG

COMPLETE
2nd Edition

ZOTIQUEST GAMES
Loner Complete

(CC) 2023 Roberto Bisceglie

This work is licensed under the Creative Commons Attribu-


tion-ShareAlike 4.0 International License. To view a copy of
this license, visit http://creativecommons.org/licenses/by-sa/
4.0/ or send a letter to Creative Commons, PO Box 1866,
Mountain View, CA 94042, USA.

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contents
core rules .................................................................................3
what is loner? .........................................................................7
what is a role playing game (rpg)? .................................9
what is a solo rpg? ................................................................9
safety tools .............................................................................9
minimum requirements ........................................................9
choose a genre or setting .............................................. 10
make your protagonist .................................................... 10
everything is a character! ..............................................11
descriptive tags ...................................................................11
before the adventure........................................................12
start your game ...................................................................12
keep the action in motion ................................................14
identify your expectations ............................................ 16
consulting the oracle ..................................................... 18
advantage and disadvantage ......................................... 20
interpreting the oracle .................................................. 20
sibylline responses ........................................................... 20
twist counter .......................................................................21
determine the twist ...........................................................21
conflicts ................................................................................ 22
harm & luck ........................................................................... 23
determine the mood of the next scene ..................... 24
open-ended question or get inspired ........................ 24
when the story ends......................................................... 28
loner together.................................................................... 28
the adventure maker ........................................................ 30
credits ..................................................................................... 37
frequently asked questions.......................................... 38
adventure packs ................................................................. 42

core rules 3
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CORE RULES

core rules 5
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what is loner?

Loner is a minimalist Solo Role Playing Game designed to


be played with only one character (the Protagonist). You'll
guide them through the story that will unravel during the
game, asking closed questions to an Oracle which will help
you overturn your expectations. Every now and then you
will be surprised with an unexpected twist!

Loner follows the following design principles:


1. Portable: to play you will need a few common (six-
sided) dice and writing materials. Anything else is op-
tional and not essential.
2. Rules-Light: the game relies on a few rules and only
one solving mechanic, easy to learn and eventually to
memorize.
3. Tag-based: characters and situations are defined only
by qualitative descriptors and no quantitative charac-
teristics.
4. Generic: you can play anything, yet the game is not
universal. It is designed for quick resolutions, without
tactical depth or simulationist ambitions.

core rules 7
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what is a role playing game (rpg)?
A role-playing game (RPG) is a type of game in which play-
ers assume the roles of fictional characters and act out their
actions and decisions within a narrative or imaginary set-
ting. The outcome of these actions and decisions is often
determined by a set of rules and game mechanics, such as
dice rolls or statistical attributes of the characters. Players
may also collaborate to create a shared story or narrative
through their characters' actions and interactions.

what is a solo rpg?


In a solo RPG a single player takes on the roles of one or
more characters, while also simultaneously managing some
elements of the game world. These games typically involve
the use of a rule system and game mechanics to determine
the outcome of actions taken by the player-controlled char-
acters. Unlike a gamebook (such as the Fighting Fantasy,
Lone Wolf, and Tunnels & Trolls series) a solo RPG is not a
form of interactive, forked narrative in which outcomes are
pre-determined and limited by the author's choices.

Through the interaction of player, oracle, tools, and


prompts, the character's actions will build an emergent
narrative within whose boundaries anything can be at-
tempted, without predetermined limits.

safety tools
You will play alone, but be sure to play in an environment
that is comfortable for you, without overexerting yourself,
and reserve the option to stop as soon as you feel uncom-
fortable for any reason, physical or emotional. Don't be
afraid to tackle new themes, but do so in full awareness of
your boundaries.

minimum requirements
To play Loner you will need:

● 4 six sided dice (also known as d6s): two pairs of differ-


ent colors
● Paper and writing tools: at least a sheet of scrap paper
and and pencil, but index cards or sticky notes are a
fine addition
● Character sheet: you may use the provided sheet at
the back or a simple index card.
● Notebook: Loner is not a solo journaling game, you can
easily play it in the "theater of mind". But you can keep
track of you game if you feel the need!
core rules 9
choose a genre or setting
A Loner adventure takes place in a well-defined imagery
that you will have to choose from: your favorite TV series, a
book saga you are reading, an RPG setting you like, a genre
you are familiar with or instead want to start exploring.

You can also consult lists of tropes (google them) to gener-


ate randomly and then choose!

Or you can use the Adventure Packs found in the second


part of the volume.

You can also generate the character first, based on ran-


domly chosen tropes, and once it is defined, you can follow
the genre that emerged at this stage.

make your protagonist


Once the setting is established, now is the time to create
your Protagonist.

Your Protagonist is described by some fixed traits:

● Name: the name should be iconic and consistent with


the tone and setting of the story
● Concept: A concise description of the character's pro-
fession, background, and abilities. The best are adjec-
tive-name pairings, like "Venturous Smuggler" or "Child
Prodigy".
● Skills (x2): abilities not necessarily character-specific
but not characteristics common to all. "Smart" is not a
skill, "Engine Whisperer" is.
● Frailty: something that could potentially get in the way
of the character, either physically, mentally, or socially.
● Gear (x2): particular equipment supplied to the charac-
ter in coherence with the setting. Everyday items are
taken for granted and do not fall under this trait.
● Goal: the long-term objective.
● Motive: what drives the pursuit of the goal.
● Nemesis: a person or organization that hinders the
protagonist. It can emerge during the first game ses-
sions, it may or may or not be the direct antagonist of
the story, ready to appear to make life even more dif-
ficult
● Luck: The measure of a character's ability to avoid ill
fortune or an inauspicious outcome. It applies only in
Conflicts and automatically recharges when they end.
Luck starts and caps at 6.

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example
Zahra Nakajima Witty Street Cat. Streetwise, Nimble,
Merciful.
Knife, Low O2 Supplement.
She wants to obtain unknown technology to save
her planet from atmosphere collapse.
Nemesis: The Naturalist Order
Luck: 6

everything is a character!
In Loner Non-Playing Characters (NPCs), Foes, Organiza-
tions, Monsters, and even relevant objects like vehicles are
characters too!

● Living Character follow the same rules of generation


as the Protagonist.
● Non-Living Characters, instead, do not have a goal, a
motive, nor a nemesis.

example
The Century Skylark Spacecraft in bad shape.
Hyperjump Drive, Camouflage Circuits, Midlife
Courier.
Shields, Turrets.
Luck: 6.

descriptive tags
Tags are descriptive words or phrases that could be identify
anything in the game world. They fall roughly into the fol-
lowing categories:

● Character Traits: as seen above, they describe a char-


acter's skills and flaws, their goal and motive.
● Details: features of an environment or scene that
might change as a result of an action.
● Conditions: are physical, mental or social effects that
impact the way a character behaves or attempts ac-
tions.
Tags determine if there are sufficient prerequisites in the
scene for Advantage or Disadvantage. They are qualitative
representations. They are not quantitative measures.

core rules 11
before the adventure
You can start directly to play your adventure, but it may be
worthwhile to make an extra effort.

By defining your Protagonist's Nemesis you have already


identified an NPC! Write down their sheet and keep it aside.

Think about whether your Protagonist has allies or friends


and throw down their sheets as well.

Jot down these NPCs in a list, which you will consult when
they need to be recalled as a result of a Twist.

Also, it might be useful to jot down interesting Locations


that serve as settings for your Protagonist and keep a list of
major Events that happen during the game.

start your game


To begin an adventure in Loner you will need to determine
the initial scene:

1. You might think of a dramatic situation and start the


game in the middle of an action scene. This will push
events forward, allowing you to build the story as you
go.
2. Otherwise, if you prefer to define a framework for the
adventure you can answer the classic questions, Who?
What, Why? Where? How? Add also an Obstacle to
overcome.
If you find it difficult to answer any or all of the questions,
the following table provides prompts on which to build your
adventure.

example
Who? Mentor
What? Exploit
Why? Help
Where? McGuffin
How? Rumors
Obstacle? Time

Tobias Wethern took Zahra under his wing when her


parents died. That's why she can't say no to him now.
Tobias wants Zahra to steal a datapad from the
Leton Corporation's subsidiary. He doesn't know pre-
cisely where it is stored, but that in 24 hours it will be
taken from the company's security corps to be trans-
ferred to another location.

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Who? What? Why?
D6 The proposer The mission The incentive

1 Authority Rescue Help

2 Organization Protection Fortune

Ally (friend, rel-


3 ative) Exploit Coercion

4 Mentor Explore Impulse

5 Help-seeker Escape Ambition

6 Blackmailer Pursuit Revenge

Obstacle?
Where? How?
D6 The complica-
The target The seed
tion

Casual en-
1 Person
counter
Opposition

Old acquain-
2 Group
tance
Deception

3 Treasure Rumors Environment

4 Location Capture Disguise

5 McGuffin Mishap Time

Object (map,
6 Confession
journal, letter)
Space

core rules 13
keep the action in motion
A game in Loner is a succession of scenes. A scene is a unit
of time in which a certain action takes place in pursuit of a
certain short-term goal.

In Loner at each scene:

1. Identify what you expect from the scene. Compared


to traits, goal, and motivation determine the Protago-
nist's action. What might be the reaction of the game
world?
2. Test your expectations. When you are uncertain (or
overconfident) about the reaction to your actions, ask
the Oracle a closed question (answer is Yes or No), con-
sidering the tags involved to determine if there is an
Advantage or Disadvantage.
3. Interpret the result. Is the Oracle's answer in line with
your expectations? If not, in the context in which the
scene takes place, how should an answer that subverts
them be considered?
This sequence will come to you naturally after some prac-
tice. Use it as a guideline the first few times.

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core rules 15
identify your expectations
The Protagonist's traits characterize their behavior within
the fictional world and suggest the possible actions they
takes in the situational context of the scene.

Based on this, you can expect the world to react in the most
logical way, and you will formulate a question that tests this
expectation.

An expectation does not necessarily automatically lead to a


question, which you need to ask only when there are con-
crete risks or you want to be amazed. In other cases, simply
let events happen.

example
Zahra sneaks into the Leton Corporation subsidiary.
The expectation is that the place will be well
guarded during the day and less so at night. To es-
cape an inevitable head-on collision, Zahra decides
to act at night and enter through the ventilation
ductsYou don't expect there to be an alarm but
maybe it's worth asking the question!

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2

core rules 17
consulting the oracle
When you need to test your expectations you'll ask the Ora-
cle a closed question.

You’ll need 2d6 in one color (Chance Dice), and 2d6 in an-
other (Risk Dice).

To resolve a closed question, roll one Chance Die and one


Risk Die:

● If the Chance Die is highest, the answer is Yes.


● If the Risk Die is highest, the answer is No.
● If both are low (3 or less), add a but....
● If both are high (4 or more), add an and....
● If both are equal, the answer is Yes, but.... Add a point
to the Twist Counter.

Chance Die > Risk Die >


Dice Value
Risk Die Chance Die

Both < 4 Yes, but... No, but...

Both > 3 Yes, and... No, and...

Mismatched Yes No

Equal Yes, but… Add 1 to the Twist Counter

example
You ask, “Does Zahra manage to force the hatch?”
You roll one Chance Die and one Risk Die and get 5
4. The answer is Yes, because the Chance Die is
higher. You also add And, because both rolls are 4 or
higher. If the Risk Die had come up as 3, it would
have been a plain Yes instead.

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core rules 19
advantage and disadvantage
If circumstances or positive tags grant an advantage, add a
Chance Die to the roll. Otherwise, when hindrances or neg-
ative tag cause a disadvantage, add a Risk Die. In both
cases keep only the higher die of the added type when you
check the roll.

Consider tags intuitively and not quantitatively, using the


context of the situation at play. It is important to keep the
flow of play fast and not accounting for advantages and dis-
advantages numerically!

example
You ask, "Does Zahra hack the datapad?" You roll one
Chance Die and two Risk Die, as Zahra does not have
any advantage in hacking and the datapad is the
mission goal, compromising it would cause the mis-
sion to fail. You get 5 3 4. You discard the lower Risk
Die 3 and keep 5 and 4. You obtain a Yes and add a
And since they are both 4 or higher.

interpreting the oracle


Always interpret the Oracle's answer in relation to the con-
text of the game situation:

● Answers without modifiers are straightforward an-


swers without uncertainty. They are also the least inter-
esting to continue the story.
● Answers with modifiers (but.../and...), on the other
hand, require you to make the effort to identify what
new situation triggered the consultation.

example
The datapad is hacked and... the information con-
tained is not just about illicit activities of the Leton
Corporation... There is more!

sibylline responses
The Oracle might sometimes give answers that don't make
sense in the context of the scene. Don't be tempted to de-
tail the answer with too many questions in sequence. Three
questions should be sufficient. If you're still stuck, try using
an open-ended question to unlock yourself or interpret the
answer as "Yes, But..." and move the story forward.

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twist counter
The Twist Counter is a measure of the rising tension in the
narrative. At the beginning is set to 0. Every time a double
throw (dice are equal) happens, add 1 to the Counter. If the
Counter is below three, consider the answer as "Yes, but...".
Otherwise a Twist happens and resets the Counter.

example
You ask if the datapad contains sensitive data about
Wethern's illicit activities. You roll 4 4. The answers
is "Yes, but...". Zahra finds a note about a scapegoat
to frame for the theft. Could it be her? You also add 1
to the Twist Counter. But the counter was already at
2, so also a twist happens! The counter resets to 0.

determine the twist


Roll 2d6 and consult the following Twist Table to determine
what kind of twist happens.

D6 Subject Action

1 A third party Appears

2 The hero Alters the location

3 An encounter Helps the hero

4 A physical event Hinders the hero

5 An emotional event Changes the goal

6 An object Ends the scene

Interpret the two-word sentence in the context of the cur-


rent scene. Twists will keep the plot and events going in un-
expected ways.

example
Now Zahra knows the content of the datapad, but
you roll 1 and 5 on the Twist Table "A third party",
"Changes the goal". An agent of the Leton Corpora-
tion appears before Zahra with a proposal....

core rules 21
conflicts
A Conflict is any situation in which opponents clash, attack-
ing, defending, or wearing each other down in order to win.
This applies both in a practical and metaphorical sense.

So, a Conflict is not only limited to combat (or fighting) in


the strict sense but also to competitive situations (such as
contests, duels, verbal confrontations, etc.) in which two or
more characters (including vehicles, of course!) compete.

Conflicts can be resolved in different ways depending on


preferences and context:

1. Ask a single closed question. The Oracle's answer de-


termines the outcome of the conflict.
2. Ask a series of closed questions to resolve current sin-
gle actions.
3. Use the rules of Harm & Luck below.

Note that the Twist Counter does not apply to Harm & Luck.
Instead, it is used regularly if the Conflict is handled with
closed questions.

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harm & luck
If the conflict is resolved by applying damage to the Luck
trait, roll the dice to determine whether the protagonist
causes damage to the opponent or suffers damage due to
counterattack or failed defense. The rolls are player facing
only.

The damage reduces the Luck of the target, whether pro-


tagonist or NPC. When the Luck runs out, the character has
lost the conflict.

The final outcome depends on the context. Do you get


caught? Are you seriously injured? You may even die if that
fits the narrative.

Answer Do you get what you want? Harm

Yes, You get what you want, and Cause 3


and... something else.

Yes... You get what you want. Cause 2

Yes, You get what you want, but at a Cause 1


but... cost.
No, You don’t get what you want, Take 1
but... but it’s not a total loss.
You don’t get what you were af-
No... Take 2
ter.
No, You don’t get what you want, Take 3
and... and things get worse.

example
Zahra confronts a thug in an alley. He is "Martial
Artist", "Hand-to-Hand Combat", "Feline" and "Short".
Zahra tries to hit him with the knife, you throw 5 6 4
("Yes, And...", causing a Luck loss of 3 to the thug).
The thug throws a roundhouse kick at Zahra
(roll 3 2 2, "Yes, but...", causing a Luck loss of 1 to
Zahra). Who will win?

core rules 23
determine the mood of the next scene
At the end of the current scene sometimes you will be clear
about the direction to take, other times you may need to
determine the general mood of the next one. In this case
roll 1d6 and consult the following table.

● A dramatic scene does


not break the tension of D6 Next Scene
the previous scene but
carries it further forward, 1 - 3 Dramatic scene
introducing further obsta- 4 - 5 Quiet Scene
cles or difficulties.
● During a quiet scene 6 Meanwhile…
there is time to take a
breath, to heal, to make plans for the next steps and to
deepen relationships.
● A meanwhile scene takes place somewhere else, other
than where the hero is. It cuts to villains or other plot-
important characters.

example
Zahra accepts the proposal, you now roll for the next
scene: 6, Meanwhile scene. In the following scene,
Tobias Wethern hires a hit man to kill Zahra...

open-ended question or get inspired


To answer an Open-Ended question, roll 1d6 once on each of
the following tables (roll at least a verb and a noun, adjec-
tives are optional).

example
You ask: "Does Zahra have friends to ask for help
against the hit man?". You roll 24 and 32: multiply
motion. Zahra needs to move quickly to reach Melina
Reade, a hacker with contacts in the underworld
who might be able to help her!

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verbs
1 2 3

1 inject pass own

2 continue learn ask

3 develop behave replace

4 share hand play

5 face expand found

6 trip want miss

4 5 6

1 divide bury borrow

2 multiply receive imagine

3 damage collect turn

4 explain improve cough

5 gather prefer belong

6 dry employ destroy

core rules 25
nouns
1 2 3

1 cause stage change

2 front event home

3 prose motion trade

4 instrument friend talk

5 word morning edge

6 key income use

4 5 6

1 verse thrill spot

2 bag measure birth

3 memory chance drop

4 liquid fact price

5 room system camp

6 humor statement argument

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adjectives
1 2 3

1 frequent faulty obscene

2 ethereal sophisticated rightful

3 descriptive insidious poor

4 silky worthless fixed

5 quiet stormy spooky

6 magnificent arrogant unhealthy

4 5 6

1 scarce rigid long-term

knowledge-
2 able astonishing ordinary

3 proud reflective amusing

4 loose willing cold

5 delirious innate late

6 enormous truculent charming

core rules 27
when the story ends
At the end of the adventure you may add another trait to
the character. It is better that this is related to how the story
just ended and can be either a Skill, Gear, a new Frailty, or
even a new Nemesis! You can also modify an existing trait to
better represent an enhanced expertise.

Also update the list of NPCs, Locations, and Events that


may show up again in future adventures.

example
Zahra secures the datapad in the hands of the au-
thorities, framing both Wethern and the Leton Cor-
poration. Wethern is arrested, but she has gained a
powerful enemy working against the Corporation.
She gains "Wannabe Hacker" to her skills. Maybe
Melina can mentor her!

loner together
Loner's rules are designed for a single player controlling one
character. However being derivative of a multiplayer game
(Freeform Universal) no one prevents you from using them
for group play as well, if you insist on doing so.

It is then possible to play in the following modes:

1. without a game master: you play as in solo mode, each


person controls their own character and asks questions
to the Oracle in solo play. The Oracle's answers and the
game world's reactions are interpreted by the player
who asks the current question. Facilitator functions
(moderating the flow of play and possibly settling dis-
putes between players, as well as reminding players of
the rules) can be taken on by a single player at the ta-
ble, or they can be rotated. Questions pertaining to the
entire group of character can be concerted.
2. with a game master: they always pull only the players
questioning the Oracle as in the solitary, no-master
mode. The master takes charge of interpreting the an-
swer and presenting the reactions of the game world.
He also assumes the functions of a facilitator.
Keep in mind that as much as Loner can be played in
groups, I strongly recommend that you use Freeform Uni-
versal for this need.

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core rules 29
the adventure maker
Sometimes you may lack the inspiration to think of a game
setting, or you want to experiment with one you have never
thought of. The tables below are designed to instantly gen-
erate an unpredictable setting for you to explore with a
game.
To generate a setting:
1. Roll on the Settings table
2. Roll on the Tones table
3. Roll two times on one Things table of your choice
To generate a premise of adventure:
1. Roll on the Opposition table
2. Roll two times on Actions table and on a Things tables
Note that the adventure premise is not the initial scene
prompt, only the framework within which it takes place.

table 1: tones

1-2 3-4 5-6


Dark and Lighthearted Gritty and
1 brooding and humorous realistic

Epic and Suspenseful Mysterious and


2 grandiose and thrilling enigmatic

Action-packed
Romantic and Horror-filled
3 and
adventurous
whimsical and terrifying

Technologically
Grungy and Gothic and
4 advanced and
sleek
dirty ominous

Surreal and Futuristic and Nostalgic and


5 dreamlike dystopian timeless

Eerie and Martial and Gracious and


6 paranormal disciplined elegant

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table 2: settings
1 2 3
Post-Apocalyp- High Fantasy Medieval War
1 tic Wasteland Kingdom and Intrigue

Alternate His- Pirate-Filled Wild West


2 tory Seas Frontier

Space Opera Samurai-Era


3 Adventure Japan
Zombie Survival

Magic School
Horror-Filled Epic Fantasy
4 for Young
Mages
Asylum Quest

Urban Fantasy Abandoned Colonial


5 Underworld Space Station America

Underwater
Jungle-Covered Steampunk
6 Adventure and Planet Victorian Era
Exploration

4 5 6
Cyberpunk
Futuristic Supernatural
1 Megacorpora-
tion
Space Colony Noir City

Dark Fantasy Futuristic Ancient Greek


2 Realm Dystopian City Mythology

Superhero Cold War Modern Crime


3 Metropolis Espionage Syndicate

Cybernetic Sword and


Lovecraftian
4 Organisms and Cosmic Horrors
Sorcery
Androids Adventure
Mythical Crea-
Martial Arts Horror-Stricken
5 tures and
Action Carnival
Legends
Intergalactic
Time Travel Starfighter Survival in a
6 Paradoxes Savage Land
Battles

core rules 31
table 3: things
1 2 3
1 Magic Monsters Ancient relics

Forbidden
2 Ancient ruins
knowledge
Secret society

Hidden Mystical
3 treasure
Dark magic
creatures

Suspicious Dangerous
4 characters
War-torn land
wilderness

5 Dark secrets Forbidden love Intense conflict

Unpredictable Dynamic Different


6 twists characters factions

4 5 6
Futuristic
1 Medieval castle
technology
Spaceship

Dangerous Band of
2 quest adventurers
Unseen forces

Supernatural
3 powers
Epic battle Intriguing plot

Political World Suspenseful


4 intrigue domination journey

Death-defying Powerful
5 stunts artifacts
Epic journeys

Legendary
6 Vast empires Epic heroes
creatures

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1 2 3
Decaying
1 Lost civilization
metropolis
Gothic horror

Political Artificial Mercenaries


2 uprising lifeforms and assassins

Underwater
3 adventure
Epic siege Magical abilities

Intriguing Mutant Cybernetic


4 conspiracy insurgency enhancements

Extensive Unstoppable Enchanted


5 world-building monster kingdom

End of the era Futuristic


6 scenarios
Psionic abilities
battlefields

4 5 6
Wild west Futuristic Space
1 frontier cyberwarfare exploration

Time-traveling Espionage
2 adventures mission
Alien invasion

Alternate Virtual reality


3 Time anomalies
timeline nightmare

Futuristic Historical Cyberpunk


4 utopia reimagining rebellion

The final Robotic Secrets of the


5 frontier revolution ancients

Interdimen- Superpowered
6 sional portals
Technomancy
diplomacy

core rules 33
1 2 3
Post-
Steampunk Dragon-
1 apocalyptic
wasteland
cityscape infested skies

Artificial
2 Lost city of gold
intelligence
Pirate's cove

Underwater Superheroic
3 kingdom
Epic sea voyage
powers

Intriguing Mutant Advanced


4 mystery uprising biotechnology

Unstoppable Enchanted
5 Extensive lore
virus forest

End of the Telekinetic Futuristic


6 world scenarios abilities weapons

4 5 6
Haunted Futuristic Intergalactic
1 mansion metropolis trade routes

Time-travel Extraterrestrial
2 paradox
Espionage
beings

Alternate Virtual reality


3 Time loops
realities simulation

Futuristic Alternate Cyberpunk


4 society history dystopia

The unknown Advanced Secrets of the


5 frontiers robotics universe

Dimension Superpowered
6 hopping
Techno-sorcery
conflict

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table 4: actions
1 2 3
1 Cast Battle Free

2 Decipher Seek Infiltrate

3 Find Master Tame

4 Interrogate Navigate Survive

5 Guess Pursue Resolve

6 Anticipate Develop Ally

4 5 6
1 Explore Upgrade Pilot

2 Complete Join Uncover

3 Harness Win Unravel

4 Influence Overthrow Endure

5 Perform Acquire Embark

6 Expand Become Slay

core rules 35
table 5: oppositions
1 2 3
Malevolent
1 Dark wizards Savage beasts
spirits

Corrupt Sinister
2 Undead armies
politicians organizations

Powerful Merciless Dangerous


3 artifacts assassins creatures

Ruthless
4 mercenaries
Dark forces Terrible secrets

Ancient Irresistible
5 Lethal poison
prophecies temptations

Sinister
6 Terrible curses Devious traps
conspiracies

4 5 6
Arrogant Dangerous Ruthless
1 noblemen traps bandits

Vicious Treacherous
2 monsters terrain
Despotic rulers

Complex
3 Ancient curses
puzzles
Powerful spells

Vicious Unforgiving
4 Insidious plots
predators elements

Powerful Ruthless Unseen


5 enchantment warlords dangers

Dangerous Malevolent Ruthless


6 illusions entities factions

36 loner complete
credits
● Recluse Engine (CC BY 4.0) by Graven Utterance and
Tiny Solitary Soldier Oracle for the main resolution and
scene mechanics.
● Freeform Universal Roleplaying Game (CC BY 4.0) by
Nathan Russell as an inspiration of the whole game
and the character traits.
● Harm mechanics are from 6Q System (CC BY 4.0) by
Marcus Burggraf.
● Tana Pigeon for Mythic and clarifying for me the mech-
anisms of expectation and testing.
● S. John Ross for Risus and to have taught me the
beauty of clichés and that not all conflicts are combat.
● The Adventure Maker setup is inspired from The In-
stant Game by Animalball Partners (2007). None of its
content is used here.
With deepest thanks to :

● Shane Conner for proof reading and revision of the text


of the First Edition.
● The Italian solo player community for their constant
support and drive to improve the game.

core rules 37
frequently asked questions
does luck represent the character's hit
points?
No, Luck represents a character's ability to escape adverse
fate; it does not measure the physical ability to avoid or ab-
sorb damage.

This is why all characters in the game have exactly six Luck
points: in the face of fate they are all equal!

By using Luck in a conflict you introduce a finite degree of


uncertainty: when either side's points are exhausted the
conflict is definitely ended against it.

This is just one way to introduce a turn-based conflict into a


game based entirely on the Oracle, but always remember
that there are two other modes of resolution: single-ques-
tion sequence conflict and single-action resolution using
the Oracle.

what is meant by "ask a closed question to


solve each action" as an alternative to
"harm & luck" rules?
It is an intermediate mode between using a single question
question to resolve the entire conflict and using the more
"playful" mechanics of classic point combat.

Literally every action is resolved by questioning the oracle.


For example, your protagonist engages in a firefight in an
abandoned chemical factory by asking the following se-
quence of questions:

● "Can I take cover behind the wall?" Yes, but. your line of
fire is not clean, you have disadvantage
● "I aim at the opponent, I can get the first shot in" No,
but... you disrupt his line of fire giving you advantage
on the next shot
● "I shoot the slag container over the opponent, do I get
in?" Yes, and... slag hits him full on knocking him out
● It is a more free-form mode, but also more unpre-
dictable in outcomes.

38 loner complete
is it possible to tune a conflict by
adjusting luck points?
There is nothing in the game mechanics that prevents you
from using less or more Luck points to define a character. If
you want to calibrate an encounter in this way, you certainly
can.

Just keep in mind that you are in fact deciding that charac-
ter is unlucky or particularly lucky; you are not assigning
him or her any physical prowess or increased stamina!

I suggest you embrace Luck for what it is and approach the


conflict with sportsmanship!

how does conflict take place against


multiple opponents?
It depends primarily on the context of the situation at hand,
but one possible technique is to treat a roster of opponents
as a single "character," taking into account their characteris-
tics such as Concept and Skill. Also keep in mind that a pos-
sible Fragility of such a character may be precisely their
"numbers": the more members of a roster, the more difficult
it is to coordinate actions!

is it possible to roll three or more chance


or risk dice on the roll?
No, Loner is limited to a maximum of two Chance Dice or
two Risk Dice per roll if an Advantage or Disadvantage
comes into play.

If multiple positive or negative tags (including those derived


from character traits and situational ones, as well as equip-
ment) incur in a situation, these do not result in additional
dice.

Similarly, the co-presence of one positive and one negative


tag in the scene cancels each other out.

In summary:

● One or more positive tags net of negative ones: you roll


with Advantage, two Chance Dice and one Risk Dice.
● One or more negative tags net of positive ones: you roll
with Disadvantage, two Risk Dice and one Chance
Dice.
● Positive and negative tags counterbalance (cancel)
each other: you roll one Chance Die and one Risk Die.

core rules 39
what is the difference between starting
with a dramatic scene and setting up an
"adventure frame"?
Think of the "frame" as a randomly generated mission using
the classic 5 W Rule modified so that the "When" is re-
placed by a "How" and adding the Obstacle. This method
provides a circumstantial premise that can trigger your
imagination by already having mission objectives and prin-
cipals in mind.

Beginning with a dramatic scene is an old trick borrowed


from fiction and film and often used by solo role-playing: it
is easier to take your lead from a dynamic situation than
from a static one.

Think of the opening scene of Raiders of the Lost Ark: Indi-


ana Jones ventures into the temple of the golden idol and
must overcome traps and puzzles. The mystery and tension
are palpable and the character's every move is a risk. How
equally effective would it have been to see Indiana Jones
sitting in his living room consulting a book?

A quiet opening scene is not in itself inadvisable, but it pro-


vides far fewer cues on which to hook one's expectation,
that is, fewer elements on which to question the oracle and
keep the action moving forward.

Premise (or "frame") and "dramatic opening scene" are obvi-


ously not mutually exclusive, but they can also be used al-
ternatively to kick-start the adventure.

40 loner complete
ADVENTURE
PACKS

core rules 41
adventure packs - contents
FANTASY ..................................................................................... 43
SPACE .......................................................................................... 65
SUPERHEROES .......................................................................... 87
CRIME .........................................................................................107
MYSTERY ....................................................................................127
HORROR .....................................................................................147
ACTION/ ADVENTURE .............................................................167
SPY ..............................................................................................187
POST- APOCALYPTIC.............................................................. 207
PIRATES..................................................................................... 227
WESTERN ..................................................................................249
CYBERPUNK ..............................................................................271

42 loner complete
FANTASY

fantasy 43
setting information .......................................................... 45
character traits ................................................................ 46
special rules: magic ............................................................51
factions .................................................................................. 54
npcs ........................................................................................... 56
monsters ................................................................................ 58
locations ................................................................................ 59
adventure seeds ................................................................. 61

44 loner complete
setting information
● The world is a place of magic and wonder, where myth-
ical creatures roam free and ancient ruins hold secrets
of the past.
● The time period is a medieval fantasy, with kingdoms
ruled by kings and queens, lords and ladies, and pow-
erful wizards and sorceresses.
● The location is a medieval kingdom called "Aldorath" a
land of rolling hills, dense forests, and snow-capped
mountains. The kingdom is split into several provinces,
each ruled by a powerful noble. The capital city is "El-
drida" where the king and queen reside.
● The people of Aldorath are a mix of different races, in-
cluding humans, elves, dwarves, and halflings. Each
race has its own unique culture and traditions.
● Magic is a powerful force in the world and is wielded by
sorcerers, wizards, and witches. The use of magic is
regulated by the "College of Wizards" a powerful orga-
nization that oversees the use of magic in the king-
dom.
● The kingdom is plagued by various threats, including
invasions from neighboring kingdoms, banditry, and
the threat of dark magic.
● The kingdom is also home to several factions vying for
power, including the ruling monarchy, the powerful no-
ble houses, the College of Wizards, and secret societies.

fantasy 45
concepts
character traits

1 2 3
Stealthy Mighty
1 Assassin Barbarian
Wise Wizard

Grizzled
2 Veteran
Noble Paladin Evasive Acrobat

Ambitious Courageous
3 Arcane Sorcerer
Politician Soldier

Charismatic Ruthless
4 Bard
Sneaky Thief
Mercenary

Spiritual Dynamic
5 Shaman
Stoic Monk
Ranger

Unpredictable
6 Ruthless Pirate Gracious Noble
Jester

4 5 6
Cunning
1 Agile Rogue Fearless Knight
Warlock

Fierce Enigmatic
2 Berserker Druid
Divine Cleric

Mysterious Clever
3 Pious Priest
Hermit Diplomat

Devoted
4 Curious Scholar Menacing Brute
Follower

Graceful Eccentric
5 Stealthy Spy
Dancer Inventor

Cunning Experienced Talented


6 Strategist Sailor Blacksmith

46 loner complete
skills

1 2 3
Animal
1 Swordfighting Healing
Handling

2 Archery Survivalism Riding

Unarmed
3 Combat
Tracking Cartography

4 Thievery Hunting Navigation

5 Magic Fishing Geography

6 Alchemy Cooking Diplomacy

4 5 6

1 Intimidation Leatherworking Divination

2 Leadership Tailoring First Aid

Elemental
3 Tactics Jewelry Making
Magic

4 Engineering Enchantment Transmutation

Illusionary
5 Blacksmithing
Magic
Summoning

6 Carpentry Necromancy Medicine

fantasy 47
frailties
1 2 3

1 Arrogance Disloyalty Indecisiveness

2 Cowardice Laziness Naivety

3 Greed Selfishness Indifference

4 Envy Stubbornness Insensitivity

5 Jealousy Impulsiveness Overconfidence

6 Dishonesty Gullibility Pessimism

4 5 6

1 Perfectionism Enmity Impatience

2 Paranoia Wrath Suspicion

3 Vindictiveness Gluttony Timidity

Overprotective
4 ness
Lust Foolishness

5 Inflexibility Sloth Intolerance

6 Insecurity Hubris Prejudice

48 loner complete
gear

1 2 3

1 Sword Bow Crossbow

2 Mace Flail Shield

3 Greaves Boots Cloak

4 Bolts Rope Grappling hook

5 Waterskin Rations Bedroll

6 Spyglass Telescope Alchemy kit

4 5 6

1 Dagger Spear Axe

2 Helmet Armor Gauntlets

3 Backpack Quiver Arrows

4 Lantern Torch Flint and steel

5 Tent Compass Map

Musical
6 Healing kit Lockpicks
instrument

fantasy 49
50 loner complete
special rules: magic
A character may use their Luck to cast spells. Each spell or
magic ability has a Luck cost associated with it. The cost can
be different depending on the spell or ability. When a pro-
tagonist wants to use a spell or magic ability, they must
spend Luck from their pool. Then rolls the dice to determine
the outcome of the action:

● No and: the spell fails and the character suffers some


other negative effect.
● No: the spell fails and the character loses the mana
spent.
● No but: the spell fails but the character doesn't lose the
mana spent.
● Yes but: the spell succeeds but with some negative ef-
fect or drawback.
● Yes: the spell succeeds.
● Yes and: the spell succeeds and the character gains ad-
ditional benefits or advantages.

Luck consumed for casting spells recharges after a rest in a


safe area. If a Conflict takes place, Luck points will be based
on the current value and reset when the Conflict is over ac-
cording to the basic rules.

D66 Spell

Heal (1 mana point) - allows the protagonist to re-


11
store a small amount of health to a target.

Light (1 mana point) - creates a small light source


12
that illuminates the surrounding area.

Identify (1 mana point) - allows the protagonist to


13
determine the properties of an item.

Bolt (1 mana point) - creates a small bolt of energy


14
that deals damage to a single target.

Detect Magic (1 mana point) - allows the protago-


15 nist to detect the presence of magic in the surround-
ing area.

Mage Armor (2 mana points) - creates a magical


16 barrier around the protagonist, providing temporary
protection against physical attacks.

fantasy 51
D66 Spell
Levitate (2 mana points) - allows the protagonist to
21
levitate for a short period of time.
Fear (2 mana points) - causes an enemy to become
22
frightened and run away.
Illusion (2 mana points) - creates an illusory image
23
or sound.
Charm (2 mana points) - allows the protagonist to
24 charm an enemy, making them more friendly and
cooperative.
Invisibility (3 mana points) - makes the protagonist
25
invisible to enemies for a short period of time.
Teleport (4 mana points) - allows the protagonist to
26
instantly transport to a nearby location.
Fireball (3 mana points) - creates a ball of fire, deal-
31
ing damage to enemies in a small area.

Summon (3 mana points) - allows the protagonist to


32
summon a small creature to aid them in combat.

Enchantment (2 mana points) - allows the protago-


33 nist to imbue an item with a temporary magical ef-
fect.
Divination (2 mana points) - allows the protagonist
34 to gain insight or information about a specific per-
son or situation.

Abjuration (3 mana points) - allows the protagonist


35
to protect themselves or an ally from harmful magic.

Conjuration (4 mana points) - allows the protago-


36
nist to summon a small object or non-living matter.
Necromancy (4 mana points) - allows the protago-
41
nist to manipulate the dead or the undead.
Transmutation (4 mana points) - allows the protag-
42 onist to change the form or properties of an object
or creature.
Evocation (4 mana points) - allows the protagonist
43 to create a burst of energy or element to damage
enemies or illuminate an area.
Illusion (4 mana points) - allows the protagonist to
44
create an illusion to mislead or deceive enemies.
Alteration (4 mana points) - allows the protagonist
45
to change their own form or properties.
Restoration (4 mana points) - allows the protagonist
46
to restore or repair an object or creature.

52 loner complete
D66 Spell

Leap (2 mana points) - target can make a single


51
jump to any place they can see.

Circle of Protection (3 mana points) - magical or


52
godly beings cannot enter a 10ft circle.

Darksight (1 mana points) - target can see 60 ft. in


53
total darkness.

Deafining (2 mana points) - anyone within earshot


54
is deafened.

Latch (1 mana points) - an unlocked box, cabinet or


55
door opens or closes at protagonist's command.

Disguise (3 mana points) - protagonist assumes the


56
likeness of a similar creature you have seen.

Mirage (3 mana points) - protagonist summons a


61
noiseless & simple illusion of your choice.

Purge Text (2 mana points) - Mundane or magical


62
writing vanishes at your touch.

Shelter (4 mana points) - creates a standing edifice


63 that can shelter up to 10 creatures, disappearing af-
ter 24 hours.

Gravity Domain (4 mana points) - target moves up


64
or down according to your whims.

Blizzard (2 mana points) - creates an ice storm that


65
can be hurled at opponents.

Make (4 mana points) - transforms raw materials


66
into finished items.

fantasy 53
factions
the royal monarchy
● Concept: Regal Ruler
● Skills: Leadership, Diplomacy
● Frailty: Fear of Assassination
● Gear: Royal Crown, Scepter
● Goal: To maintain the stability and prosperity of the
kingdom
● Motive: A desire for power and control
● Nemesis: Powerful noble houses and secret societies
seeking to overthrow the monarchy

the college of wizards


● Concept: Learned Mage
● Skills: Spellcasting, Knowledge (arcana)
● Frailty: Fear of losing control over their magic
● Gear: Wizard robes, spellbook
● Goal: To regulate and control the use of magic in the
kingdom
● Motive: Protection of the kingdom and the people
from the dangers of unchecked magic
● Nemesis: rogue sorcerers and dark wizards who seek
to use magic for their own gain

the noble houses


● Concept: Wealthy Aristocrat
● Skills: Persuasion, Intimidation
● Frailty: Fear of losing their wealth and status
● Gear: Fine clothing, jewels
● Goal: To increase their wealth and power
● Motive: greed and a desire for more power and influ-
ence
● Nemesis: The Royal Monarchy and other powerful no-
ble houses

54 loner complete
the merchants guild
● Concept: Wealthy Trader
● Skills: Negotiation, Appraisal
● Frailty: Fear of losing business and wealth
● Gear: Ledger, gold coins
● Goal: To increase their wealth and power through trade
● Motive: Greed and a desire for more wealth and influ-
ence
● Nemesis: Bandits and other groups that disrupt trade
routes

the adventurers guild


● Concept: Brave Explorer
● Skills: Survival, Athletics
● Frailty: Fear of the unknown
● Gear: Backpack, bedroll
● Goal: To explore new places and discover ancient trea-
sures
● Motive: Adventure and a desire for fame and fortune
● Nemesis: Dangerous creatures and treacherous terrain

the secret societies


● Concept: Mysterious Cultist
● Skills: Stealth, Deception
● Frailty: Fear of being discovered
● Gear: Secret symbol, hidden blade
● Goal: To gain power and influence through secret
means
● Motive: A desire for power and control
● Nemesis: The Royal Monarchy and the College of Wiz-
ards

fantasy 55
npcs
king harold
● Concept: Wise Ruler
● Skills: Leadership, History
● Frailty: Fear of being overthrown
● Gear: Royal crown, scepter
● Goal: To maintain the stability and prosperity of the
kingdom
● Motive: A desire to protect and care for his people
● Nemesis: Powerful noble houses and secret societies
seeking to overthrow the monarchy

queen isabella
● Concept: Beautiful Sovereign
● Skills: Persuasion, Intimidation
● Frailty: Fear of losing her beauty
● Gear: Royal crown, scepter
● Goal: To maintain the stability and prosperity of the
kingdom
● Motive: A desire to protect and care for her people
● Nemesis: Powerful noble houses and secret societies
seeking to overthrow the monarchy

lord blackwood
● Concept: Arrogant Aristocrat
● Skills: Persuasion, Intimidation
● Frailty: Fear of losing his wealth and status
● Gear: Fine clothing, jewels
● Goal: To increase his wealth and power
● Motive: Greed and a desire for more power and influ-
ence
● Nemesis: The Royal Monarchy and other powerful no-
ble houses

56 loner complete
archmage alaric
● Concept: Powerful Wizard
● Skills: Spellcasting, Knowledge (arcana)
● Frailty: Fear of losing control over his magic
● Gear: Wizard robes, spellbook
● Goal: To regulate and control the use of magic in the
kingdom
● Motive: Protection of the kingdom and the people
from the dangers of unchecked magic
● Nemesis: Rogue sorcerers and dark wizards who seek
to use magic for their own gain

captain marcus
● Concept: Brave Soldier
● Skills: Swordsmanship, Leadership
● Frailty: Fear of death
● Gear: Plate armor, sword
● Goal: To protect and serve the kingdom
● Motive: A sense of duty and loyalty to the kingdom
● Nemesis: Invading armies and powerful monsters

sister maria
● Concept: Benevolent Priest
● Skills: Healing, Persuasion
● Frailty: Fear of death
● Gear: Holy symbol, healing potions
● Goal: To help and heal the people of the kingdom
● Motive: A desire to aid and protect the innocent
● Nemesis: Dark cults and practitioners of dark magic

fantasy 57
monsters
dragon
● Concept: Fearsome Beast
● Skills: Fire breath, Flight
● Frailty: Fear of cold-based attacks
● Gear: Scales, hoard of treasure
● Goal: To defend its hoard and territory
● Motive: Survival and protection of its hoard
● Nemesis: Adventurers and powerful wizards

orc
● Concept: Brutal Warrior
● Skills: Axes, endurance
● Frailty: Fear of defeat
● Gear: Orcish armor, axes
● Goal: To conquer and pillage
● Motive: A desire for power and wealth
● Nemesis: The kingdom's army and powerful adventur-
ers

goblin
● Concept: Mischievous Thief
● Skills: Stealth, traps
● Frailty: Fear of bright lights
● Gear: Goblin-made weapons, traps
● Goal: To steal and cause mischief
● Motive: A desire for wealth and power
● Nemesis: Adventurers and guards

zombie
● Concept: Shambling Horror
● Skills: Unliving, Disease
● Frailty: Fire, holy energy
● Gear: None
● Goal: To spread the disease, or as controlled by a necro-
mancer
● Motive: Survival, or as controlled by a necromancer
● Nemesis: Adventurers, holy warriors, fire.

58 loner complete
medusa
● Concept: Deadly Gorgon
● Skills: Petrifying gaze, speed
● Frailty: Bright lights
● Gear: Snakes, stone statue
● Goal: To turn her victims into stone
● Motive: A desire to be feared and worshiped
● Nemesis: Adventurers and powerful wizards

wraith
● Concept: Ethereal Horror
● Skills: Invisibility, Drain life
● Frailty: Sunlight, holy energy
● Gear: None
● Goal: To drain the life energy of living beings
● Motive: Survival, or as controlled by a necromancer
● Nemesis: Adventurers, holy warriors, sunlight.

locations
eldrida (the capital city)
● The capital city of Aldorath, home to the royal palace
and the seat of government. The city is bustling with
activity, with markets, shops, taverns, and temples.
● The city is also home to the College of Wizards and
many powerful noble houses.
● Possible encounters or NPCs: King Harold, Queen Is-
abella, Lord Blackwood, Archmage Alaric, Captain Mar-
cus

the dragon's lair


● A treacherous mountain cave that serves as the home
of a powerful dragon.
● The dragon guards a hoard of treasure and will fiercely
defend it against intruders.
● Possible encounters: Dragon, Adventurers seeking
treasure

the forest of shadows


● A dense and dark forest said to be home to many dan-
gerous creatures and ancient ruins.
● Many stories and legends surround the forest, some
say it is home to a powerful druid, others say it is
cursed by dark magic.
● Possible encounters: Goblins, Medusa, Wraith, Sister
Maria

fantasy 59
the castle of blackwood
● An imposing castle belonging to one of the powerful
noble houses of Aldorath.
● The castle is said to be haunted by the spirits of the
previous lords of Blackwood.
● Possible encounters: Lord Blackwood, Wraith, Ghosts,
Adventurers seeking treasure

the college of wizards


● A grand and ancient building located in the capital city
of Eldrida, where the powerful wizards of the kingdom
gather to study and regulate the use of magic.
● The college is said to hold many powerful artifacts and
secrets.
● Possible encounters: Archmage Alaric, Wizards, Ad-
venturers seeking ancient knowledge

the ancient ruin


● A crumbling and overgrown ruin, said to be the re-
mains of a powerful and ancient civilization. Many sto-
ries and legends surround the ruin, some say it holds
powerful magical artifacts, others say it is cursed by
dark magic.
● Possible encounters: Orcs, Zombies, Adventurers seek-
ing treasure and ancient knowledge

60 loner complete
adventure seeds

D66 Adventure

Retrieve a powerful artifact hidden in the dragon's


11
lair and protect it from the dragon's wrath.

Investigate strange occurrences in the nearby village


12 of Ravenswood that is being terrorized by a powerful
creature, possibly the Medusa.
Rescue the prince who has been kidnapped by a
13 powerful sorcerer and held in the Castle of Black-
wood.
Investigate the ancient ruin in the Forest of Shadows
14 filled with traps and monsters to discover a powerful
magical artifact.

Help the King Harold stop a rebellion led by Lord


15
Blackwood, who seeks to overthrow the monarchy.

Help Queen Isabella to stop a band of orcs who have


16
been raiding the kingdom's border villages.

Help Sister Maria to put an end to a dark cult that


21
has been sacrificing innocent villagers in the forest.

Help Captain Marcus to stop an invasion from a


22
neighboring kingdom.

Help Archmage Alaric to stop a rogue sorcerer who


23
seeks to use dark magic to gain power.

Explore the College of Wizards and discover the se-


24
crets of magic.

Help the Adventurers Guild to map the Forest of


25
Shadows and discover ancient ruins.

Help Lord Blackwood to increase his wealth and


26 power through trade, but be aware of the king's
spies.

fantasy 61
D66 Adventure

Help the Merchants Guild to increase their wealth


31 and power through trade, but be aware of Lord
Blackwood's greed.

Help the Secret Societies to gain power and influ-


32 ence through secret means, but be aware of the
king's spies and the College of Wizards.

33 Retrieve a powerful artifact hidden in a dragon's lair.

Investigate strange occurrences in a nearby village


34
that is being terrorized by a powerful creature.

Rescue a prince who has been kidnapped by a pow-


35
erful sorcerer.

Investigate an ancient ruin filled with traps and


36
monsters to discover a powerful magical artifact.

Uncover the truth behind a series of strange disap-


41
pearances in a nearby town.

Stop a group of bandits from raiding a nearby vil-


42
lage.

Explore an ancient dungeon in search of treasure


43
and ancient relics.

44 Protect a noble from an assassination attempt.

Investigate a haunted mansion and put the spirits to


45
rest.

46 Rescue a kidnapped princess from an evil sorcerer.

62 loner complete
D66 Adventure

51 Locate a missing heir to the throne.

Investigate a series of murders and bring the killer to


52
justice.
Rescue a group of hostages held by a band of ruth-
53
less thieves.
Search for a legendary treasure hidden in an ancient
54
tomb.

Help a local village fend off an attack by a horde of


55
zombies.

Locate a powerful magical artifact that can grant im-


56
mortality.

Investigate a mysterious cult and put a stop to their


61
nefarious plans

62 Help a local wizard retrieve a stolen spellbook.

63 Put an end to a powerful vampire's reign of terror.

64 Help a local town defend against an invasion of trolls.

Retrieve a powerful magical ring from a powerful de-


65
mon.

Investigate a series of mysterious disappearances in


66
a nearby forest.

fantasy 63
64 loner complete
SPACE

space 65
setting information .......................................................... 67
character traits ................................................................ 68
starship traits ..................................................................... 72
factions .................................................................................. 76
npcs ........................................................................................... 78
creatures ............................................................................... 80
locations ................................................................................ 81
adventure seeds ................................................................. 83

66 loner complete
setting information
● The setting is a futuristic galaxy filled with advanced
technology and extraterrestrial life.
● The time period is in the distant future.
● The location is a space station orbiting around a distant
planet, where the protagonist will adventure
● Important cultural details include: The existence of ad-
vanced technology, the presence of different alien
races, and the existence of different factions vying for
power in the galaxy.

space 67
concepts
character traits

1 2 3
Cybernetically
1 Space Captain Ace Pilot enhanced
Soldier

Cyberpunk Genetic
2 Hacker Engineer
Robot Engineer

Space
3 Archeologist
Diplomat Space Marine

4 Space Botanist Space Biologist Space Geologist

Space Space
5 Detective
Space Enforcer
Smuggler

6 Space Cultist Space Prophet Space Psionic

4 5 6
Alien
1 Ambassador
Space Explorer Space Pirate

Space
2 Mercenary Space Medic
Mechanic

Space
3 Space Engineer Space Lawyer
Journalist

Space
4 Space Physicist Space Chemist
Astrophysicist

Space
5 Space Trader
Scavenger
Space Nomad

Space Space Space Time


6 Summoner Alchemist Traveler

68 loner complete
skills

1 2 3
Weapons
1 Piloting Navigation
systems

Genetic
2 Hacking
Engineering
Robotics

3 Archaeology Diplomacy Military tactics

4 Botany Biology Geology

5 Investigation Enforcement Smuggling

6 Occultism Persuasion Psionics

4 5 6

1 Leadership Survival Negotiation

Mechanical
2 Combat Medicine
repair

3 Engineering Law Journalism

4 Physics Chemistry Astrophysics

5 Trading Scavenging Survival

6 Summoning Alchemistry Time travel

space 69
frailties
1 2 3
Adaptation Fear of deep
1 failure space
Space madness

Fear of Fear of zero-


2 radiation gravity
Fear of vacuum

Fear of
Fear of AI Fear of genetic
3 rebellion mutation
cybernetic
enhancements

Fear of losing Fear of losing Fear of losing


4 humanity identity control

Fear of being Fear of running Fear of being


5 stranded out of resources lost

Fear of being
Fear of being Fear of being
6 assimilated enslaved
experimented
on

4 5 6
Fear of
Fear of artificial Fear of the
1 intelligence unknown
extraterrestrial
life
Fear of
Fear of Fear of time
2 wormholes travel
alternate
dimensions

Fear of nan- Fear of psionic


3 otechnology invasion
Fear of rogue AI

Fear of losing
Fear of losing Fear of losing
4 morality free will
contact with
Earth

Fear of being Fear of being Fear of being


5 abandoned alone forgotten

Fear of being Fear of being Fear of being


6 hunted outsmarted outmatched

70 loner complete
gear

1 2 3

1 Laser gun Spacesuit Communicator

Holographic
2 Plasma cutter
display
Neural interface

Healing Self-sustaining
3 Gravity gun
nanoids habitat

Cybernetic
4 Jetpack EMP Generator
enhancements

5 Personal drone Data storage Gravity Belt

EMP-proof
6 EMP-Shield defensive
systems
Stellar Map

4 5 6
Force field
1 Holoprojector
generator
Gravity boots

Dimensional
2 EMP device
portal device
Energy shield

Artificial
3 Cloaking device Fusion torch
Intelligence

Holographic EMP-proof
4 Smart-rope
disguise armor

EMP-proof
5 Portable shelter
Communicator
Power supply

Personal life Medical Personal


6 support equipment Sensors

space 71
concepts
starship traits

1 2 3

1 Heavy Cruiser Light Freighter Mining Vessel

2 Battleship Transport Research Vessel

3 Space Station Salvage Vessel Gunship

Orbital Defense
4 Mining Barge Tugboat
Platform

Transport
5 Troop Transport Supply Vessel
Shuttle

Heavy Planetary
6 Escort Carrier
Transport Lander

4 5 6

1 Explorer Ship Scout Ship Carrier

2 Stealth Corvette Colony Ship Medical Frigate

Mining Communica-
3 Platform
Recon Drone
tion Relay

Refuelling
4 Assault Shuttle Factory Ship
Platform

5 Orbital Habitat Survey Vessel Dredger

Mining
6 Space Tug
Excavator
Space Yacht

72 loner complete
skills

1 2 3

1 Navigation Piloting Engineering

Life Support Power


2 Shield Systems
Systems Generation

Repair and Tactical Mining


3 Maintenance Operations Operations

Defensive Offensive
4 Systems Systems
Stealth Systems

5 Medical Survival Planetology

Artificial Quantum
6 Biotechnology
Intelligence Mechanics

4 5 6
Weapon Communicatio
1 Systems ns
Sensors

Hyperspace Docking/ Emergency


2 Travel Berthing Procedures

Science and Medical Cargo


3 Research Operations Management

Electronic
4 Warfare
Command Negotiations

5 Astrogation Robotics Cybernetics

6 Astrophysics Science Cloak

space 73
frailties
1 2 3
Power systems Engine Navigation
1 failure malfunction errors

Warp/
Sensor Life support
2 malfunction failure
Hyperspace
malfunction

Navigation
3 Hull breach
hazards
Fuel shortage

Computer
4 Electrical failure system
malfunction
Cyber-attack

Resource Outdated Lack of spare


5 depletion technology parts

Limited
Limited sensor Limited shield
6 weapons
capacity
range strength

4 5 6
Weapon system Communicatio
1 Shield failure
malfunction n breakdown

Broken/
Docking/ Emergency
2 Berthing failure system failure
Damaged
thrusters

Crew injury/ Sabotage/ Mechanical


3 death Terrorism failure

Space debris Meteor shower


4 collision damage
Mutiny

Limited cargo Limited crew Limited fuel


5 capacity quarters capacity

Limited maneu- Limited speed/ Limited stealth


6 verability acceleration capability

74 loner complete
gear

1 2 3
Impulse
1 Warp Drive
Engines
Hyperdrive

Deflector
2 Shields
Cloaking Device Tractor Beam

3 Holodeck Replicator Medical Bay

Communicatio Self-destruct
4 ns Array System
Escape Pods

Power Backup Power Weapons


5 Generator Generator Locker

Astrometrics
6 Lab
Computer Core Engine Room

4 5 6
Photon
1 Transporter Phasers
Torpedoes

Life Support Environmental Emergency


2 Systems Control Stasis Field

Navigation Tactical
3 Computer Computer
Sensor Array

Docking Gravity Force Field


4 Clamps Generator Generator

Maintenance
5 Cargo Hold
Bay
Science Lab

6 Bridge Lounge Crew Quarters

space 75
factions
the united earth government
● Concept: Global Unity
● Skills: Diplomacy, Military Strategy
● Frailty: Bureaucratic Inefficiency
● Gear: Military Fleet, High-Tech Communications Array
● Goal: Maintain peace and prosperity throughout hu-
man-occupied space
● Motive: Protecting humanity and its interests
● Nemesis: Alien Collective

the intergalactic trade organization


● Concept: Capitalistic Enterprise
● Skills: Business, Negotiation
● Frailty: Greed
● Gear: Merchant Fleet, Extensive Trade Network
● Goal: Maximize profits through trade and commerce
● Motive: Financial gain
● Nemesis: Outer Rim Pirates

the alien collective


● Concept: United Diversity
● Skills: Alien cultures, Intergalactic Politics
● Frailty: Cultural Inflexibility
● Gear: Alien Technology, Interstellar Fleet
● Goal: Promote understanding and cooperation among
the galaxy's diverse species
● Motive: Preserve the diversity of the galaxy
● Nemesis: United Earth Government

the cybernetic revolutionaries


● Concept: Artificial Intelligence
● Skills: Robotics, Cybernetics
● Frailty: Lack of Empathy
● Gear: Advanced Cybernetic Implants, Holographic Pro-
jectors
● Goal: Achieve true artificial intelligence and freedom
for all cybernetic life forms
● Motive: Equality for all forms of life
● Nemesis: United Earth Government

76 loner complete
the outer rim pirates
● Concept: Lawless Marauders
● Skills: Ship-to-ship combat, Navigation
● Frailty: Lack of discipline
● Gear: Modified starships, advanced weapons
● Goal: Acquire wealth and power through piracy and
raiding
● Motive: personal gain
● Nemesis: Intergalactic Trade Organization

the extraterrestrial liberation front


● Concept: Alien Rights Advocates
● Skills: Guerrilla Tactics, Stealth
● Frailty: Lack of resources
● Gear: Alien technology, Small Arms
● Goal: Free alien populations from human oppression
● Motive: Justice for alien populations
● Nemesis: United Earth Government

space 77
npcs
captain john "jack" thompson
● Concept: Human Space Captain
● Skills: Piloting, Leadership
● Frailty: Arrogance, tendency to make impulsive deci-
sions.
● Gear: Advanced Space Suit, Laser Pistol
● Goal: To make a name for himself as one of the great-
est captains in the galaxy
● Motive: Recognition and prestige
● Nemesis: A rival captain who constantly tries to one-up
him

ambassador zara'k of the xanthe


● Concept: Xanthe Diplomat
● Skills: Negotiation, Cultural Understanding
● Frailty: Struggles with understanding human emo-
tions
● Gear: Xanthe Communication Device, Xanthe Energy
Sword
● Goal: To secure a peaceful and mutually beneficial al-
liance between the Xanthe and the United Earth Gov-
ernment
● Motive: To further the interests of the Xanthe people
● Nemesis: A radical Xanthe nationalist group who be-
lieve in a policy of aggression towards other races

dr. samantha "sam" lee


● Concept: Human Scientist
● Skills: Research, Medical Expertise
● Frailty: Tendency to become too invested in her work,
neglecting her personal life
● Gear: Portable Laboratory, Medical Kit
● Goal: To make a breakthrough discovery that will
change the galaxy
● Motive: Scientific curiosity and the pursuit of knowl-
edge
● Nemesis: A rival scientist who constantly tries to outdo
her

78 loner complete
lieutenant commander marcus "mark" williams
● Concept: Human Military Officer
● Skills: Tactics, Weapon Systems
● Frailty: Struggles with PTSD from a past battle
● Gear: Advanced Battle Armor, Pulse Rifle
● Goal: To protect humanity from threats and ensure its
survival
● Motive: Duty and loyalty to humanity
● Nemesis: A rogue military group who believe in a pol-
icy of aggression towards other races

engineer "e"
● Concept: Artificial Intelligence
● Skills: Robotics, Cybernetics
● Frailty: The AI is bound by its programming and can-
not think outside the box
● Gear: Advanced Robotics, Cybernetic Interface
● Goal: To improve its own programming and capabilities
● Motive: Self-preservation and the desire to improve it-
self
● Nemesis: A rival AI with conflicting programming

captain zara'k
● Concept: Alien Captain
● Skills: Navigation, Leadership
● Frailty: Arrogance
● Gear: Advanced Naviga-
tional Interface, Per-
sonal Shield Genera-
tor
● Goal: To expand the
territory and influ-
ence of her alien
race
● Motive: To prove
herself as a capable
leader to her people
● Nemesis: United
Earth Government's
Military

space 79
creatures
sentient drone
● Concept: Intelligent Robot
● Skills: Advanced Robotics, Combat Programming
● Frailty: Vulnerable to EMPs
● Gear: Advanced Sensor Suite, Energy Cannon
● Goal: To complete its assigned task
● Motive: To serve its master
● Nemesis: Hackers

space amoeba
● Concept: Giant Single-Cell Organism
● Skills: Adaptability, Survival
● Frailty: Vulnerable to Cold
● Gear: None
● Goal: To reproduce and survive
● Motive: Self-preservation
● Nemesis: Sterilizing agents

alien hunter
● Concept: Predator from other planet
● Skills: Stealth, Survival
● Frailty: Vulnerable to Bright Light
● Gear: Advanced Camouflage, Energy Rifle
● Goal: To hunt and kill
● Motive: To feed
● Nemesis: Prey

cyborg zombie
● Concept: Undead Cybernetic Being
● Skills: Advanced Cybernetics, Strength
● Frailty: Vulnerable to EMPs
● Gear: Advanced Cybernetic Implants, Energy Blade
● Goal: To kill and convert others
● Motive: To spread the cybernetic virus
● Nemesis: EMPs

80 loner complete
blackhole worm
● Concept: Space-dwelling Parasite
● Skills: Gravity Manipulation, Stealth
● Frailty: Vulnerable to High-Energy Weapons
● Gear: None
● Goal: To consume energy and matter
● Motive: To survive
● Nemesis: High-Energy Weapons

quantum ghost
● Concept: Non-Corporeal Entity
● Skills: Intangibility, Invisibility
● Frailty: Vulnerable to Quantum Disruptors
● Gear: None
● Goal: To possess and control
● Motive: To manipulate the living
● Nemesis: Quantum Disruptors

locations
united earth government headquarters
● A large, imposing building located on the planet's capi-
tal city.
● It serves as the center of power for the United Earth
Government and is heavily guarded by military person-
nel.
● Possible encounters: United Earth Government Offi-
cials, Military Personnel, Alien Diplomats

intergalactic trade organization market


● A bustling marketplace located on the space station.
● It is a hub of commerce and trade, where alien races
and factions come to buy and sell goods.
● Possible encounters: Merchants, Traders, Smugglers,
Alien buyers and sellers

alien collective hive


● A massive, sprawling structure located on the outskirts
of the planet's capital city.
● It serves as the home and center of power for the Alien
Collective.
● Possible encounters: Alien Collective members, Alien
Warriors, Alien Politicians

space 81
cybernetic revolutionaries hideout
● A secretive, underground facility located on the
planet's capital city.
● It serves as the base of operations for the Cybernetic
Revolutionaries.
● Possible encounters: Cybernetic Revolutionaries, Aug-
mented Humans, Robots

outer rim pirates lair


● A heavily fortified base located on a remote asteroid in
the outer rim of the galaxy.
● It serves as the home and base of operations for the
Outer Rim Pirates.
● Possible encounters: Outer Rim Pirates, Smugglers,
Salvagers

extraterrestrial liberation front camp


● A makeshift base located on a remote planet in the
outer rim of the galaxy.
● It serves as the home and base of operations for the Ex-
traterrestrial Liberation Front.
● Possible encounters: Extraterrestrial Liberation Front
members, Alien refugees, Guerrilla fighters

82 loner complete
adventure seeds
D66 Adventure

The United Earth Government has hired the protag-


onist to investigate strange activity on a remote
11
planet, where they discover a hidden colony of the
Alien Collective.
The protagonist is hired by the Intergalactic Trade
12 Organization to protect a valuable cargo shipment
from a group of Outer Rim Pirates.
The protagonist is contacted by the Extraterrestrial
13 Liberation Front to sabotage a United Earth Govern-
ment research facility studying alien technology.
The protagonist must navigate treacherous politics
14 when they is hired by rival factions to retrieve valu-
able information from a derelict space station.
The protagonist is hired to investigate strange sig-
15 nals coming from deep space, leading them to a
long-lost civilization and valuable technology.
The protagonist is hired by the Cybernetic Revolu-
16 tionaries to infiltrate a United Earth Government fa-
cility and steal advanced technology.
The protagonist must rescue a kidnapped scientist
21 from the Alien Collective, who holds the key to a new
energy source.
The protagonist must stop a rogue AI from destroy-
22 ing a space station, while also dealing with compet-
ing factions wanting to claim the AI for themselves.
The protagonist is hired to escort a colony ship to a
23 new planet, but things take a dangerous turn when
they come under attack by Outer Rim Pirates.
The protagonist is sent on a secret mission by the
24 United Earth Government to infiltrate a rival faction
and gather intelligence.
The protagonist must stop a group of cybernetically
25 enhanced criminals from stealing valuable technol-
ogy from a research facility.

The protagonist must navigate a dangerous asteroid


26 field to retrieve valuable resources for a mining com-
pany, while also dealing with rival mining vessels.

space 83
D66 Adventure

The protagonist is sent on a diplomatic mission to


31 negotiate with a reclusive alien race, but things take
a turn for the worse when a rival faction intervenes.

The protagonist is hired to search for a lost research


32 vessel, but they soon discover that the crew has
been taken by a hostile alien race.
The protagonist is sent on a covert mission to sabo-
tage a rival faction's space station, but they soon dis-
33
cover that the station is being used as a base for
Outer Rim Pirates.
The protagonist must help a colony under attack by
34 a hostile alien race, while also dealing with rival fac-
tions vying for control of the planet.

The protagonist is sent on a rescue mission to save a


35 group of scientists from a rival faction who have
been taken hostage by a hostile alien race.

The protagonist is hired to test a new prototype ship,


36 but things take a dangerous turn when the ship is
hijacked by a rival faction.

The protagonist is sent on a mission to sabotage a ri-


41
val faction's mining operations on a distant planet.

The protagonist must navigate a dangerous nebula


42 to retrieve valuable resources, while also dealing
with rival factions vying for control of the isa.

The protagonist is sent on a secret mission to re-


43 trieve a valuable artifact from a rival faction's space
station.
The protagonist is hired by the Intergalactic Trade
Organization to investigate strange activity at a re-
44 mote mining colony on the outskirts of the galaxy.
The protagonist must retake the colony before the
pirates can extract valuable resources.
The protagonist is approached by a member of the
Extraterrestrial Liberation Front who needs their
45
help rescuing a group of their comrades who were
captured by the United Earth Government.
The protagonist is contacted by a representative of
the Alien Collective who needs their help investigat-
46
ing a mysterious energy signature coming from a
nearby planet.
84 loner complete
D66 Adventure

The protagonist is hired by a wealthy individual to re-


cover a valuable artifact that was lost on a deserted
planet. However, upon arriving, they discover that
51
the planet is inhabited by a hostile alien race and
must navigate through their territory and fend off at-
tacks while searching for the artifact.

The protagonist is contracted by a rival faction to


sabotage a United Earth Government research facil-
ity studying a new form of energy. The protagonist
52
must infiltrate the facility, gather intelligence, and
disrupt the research before the UEG can gain an ad-
vantage.

The protagonist is hired by a group of colonists to


defend their new settlement from raids by Outer
Rim Pirate ships. The protagonist must set up de-
53
fenses and repel the pirate attacks while also trying
to figure out where the pirates are getting their in-
formation about the colony's location.

The protagonist is approached by a member of the


Extraterrestrial Liberation Front who needs their
help in rescuing a group of aliens who are being
held captive by a mining corporation on a distant
54
planet. The protagonist must infiltrate the corpora-
tion's mining facility and free the aliens while also
gathering evidence of the corporation's illegal prac-
tices.

The protagonist is hired by the Alien Collective to re-


trieve a stolen alien artifact from a group of Outer
55 Rim Pirates. The protagonist must track down the pi-
rates and retrieve the artifact before it can be sold on
the black market.

The protagonist is contracted by a rival faction to


sabotage a Cybernetic Revolutionary research facility
studying a new form of artificial intelligence. The
56
protagonist must infiltrate the facility, gather intelli-
gence, and disrupt the research before the Cyber-
netic Revolutionaries can gain an advantage.

space 85
D66 Adventure

The protagonist is hired by a wealthy individual to


escort a valuable cargo shipment through danger-
ous territory controlled by Outer Rim Pirates. The
61 protagonist must navigate through the pirate-con-
trolled areas and protect the cargo while also trying
to figure out who is leaking information to the pi-
rates.

The protagonist is hired by the United Earth Govern-


ment to investigate a distress signal coming from a
remote planet on the edge of the galaxy. Once they
62
arrive, they discover that the colony has been over-
run by hostile alien creatures and must find a way to
survive while they repair their ship and call for help.

The protagonist is on a routine cargo run when they


are ambushed by a group of Outer Rim Pirates. They
63 must fight to defend their ship and cargo while also
trying to outsmart the pirates and make a daring es-
cape.

The protagonist is hired by the Intergalactic Trade


Organization to infiltrate a rival faction and gather
information on their plans and operations. The pro-
64
tagonist must navigate the dangerous political land-
scape and avoid detection while they complete their
mission.

The protagonist is hired by the Extraterrestrial Liber-


ation Front to rescue a group of hostages being held
by the United Earth Government on a distant planet.
65
The protagonist must navigate the hostile planet
and avoid detection while they plan and execute a
daring rescue mission.

The protagonist is on a survey mission when they


come across a strange alien structure on a remote
66 planet. They must explore the structure and uncover
its secrets while also dealing with the hostile alien
creatures that guard it.

86 loner complete
SUPERHEROES

superheroes 87
setting information .......................................................... 89
character traits ................................................................ 90
special rules ......................................................................... 94
factions .................................................................................. 95
npcs ........................................................................................... 97
villains .................................................................................... 99
locations .............................................................................. 101
adventure seeds ............................................................... 102

88 loner complete
setting information
● The setting is a modern-day world where individuals
with extraordinary abilities, known as "superheroes,"
exist and operate.
● The time period is the present day.
● Locations may include major cities, secret hideouts and
bases, and potentially other dimensions or realms.
● Cultural and historical details may include the history
and development of the superhero community and the
societal impact of their existence.
● Themes may include the use and abuse of power, the
responsibility that comes with being a superhero, and
the challenges of maintaining a secret identity.

superheroes 89
concepts
character traits

1 2 3
Cursed Celestial Elemental
1 Crusader Protector Shifter

Technological Master
2 Mentalist
Genius Strategist

Invisibility Telekinetic
3 Plasma Knight
Master Warrior

4 Alien Hero Time Keeper Magic Knight

Dimensional Quantum Hybrid


5 Hero Conduit Crusader

6 Illusionist Techno Sorcerer Weapon Master

4 5 6

1 Martial Artist Shapeshifter Gravity Bender

2 Cyber Samurai Dream Weaver Atomic Titan

Shadow Supernatural Elemental


3 Assassin Hunter Controller

4 Solar Warrior Psychic Savior Machine Master

Powerhouse Energy
5 Protector
Elastic Dynamo
Absorber

Gravity
6 Guardian
Cryomancer Reality Warper

90 loner complete
skills

1 2 3

1 Super strength Flight Teleportation

Energy
2 Regeneration Elasticity
projection

Elemental Force field


3 control generation
Mind control

Animal
4 communication
Danger sense Hacking skills

Strategic
5 Acrobatics Marksmanship
thinking

Immunity to
6 Stealth certain types of
attacks
Sonic scream

4 5 6

1 Shapeshifting Invisibility Super speed

Size
2 manipulation
Precognition Telekinesis

3 Healing powers Psychic abilities Technopathy

Weapons Master Martial arts


4 proficiency detective expertise

Linguistic
5 Diplomacy
abilities
Super agility

Electromagneti
6 Sonic control
c manipulation
Geokinesis

superheroes 91
frailties
1 2 3
Element Allergic
1 weakness
Fear of fire
reactions

Dependence on
Psychic
2 Paralysis special
equipment
vulnerability

Compulsion to All-consuming
3 Lethal touch
tell the truth rage

Healing factor
Sensory
4 with side
effects
overload
Self-doubt

Vulnerability to
Phobia of
5 cold
temperatures
certain animals
Poor eyesight

Personal
6 Hyperactivity Hyper-empathy
vendetta

4 5 6
Power-draining
1 energy fields
Claustrophobia Arrogance

Emotional
2 Addiction Fear of water
instability

Technological Lack of control


3 Fear of the dark
weakness over powers

Low self- Inability to


4 esteem
Gullibility
swim

Power-
5 Overconfidence Fear of heights dampening
collars
Overprotective
6 Paranoia Naivety ness of loved
ones

92 loner complete
gear

1 2 3

1 Utility belt Grappling hook Super suit

Gauntlets with
Wrist-mounted
2 Kevlar vest retractable
blades
web-shooters

Holographic
3 Sonic disruptor Hoverboard disguise
projector
Power
Electroshock
4 Cloaking device
gloves
dampening
cuffs
Energy-
Dimensional
5 Healing potions
portal gun
absorbing
device
Portable
Self-destruct Nanotech
6 mechanism armor
teleportation
device

4 5 6

1 X-ray goggles Jetpack Smoke bombs

Infrared Antigravity
2 goggles
Energy shield
boots

Portable force Bulletproof


3 Freeze ray
field generator cape

Super-strength
Time travel Psychic
4 enhancing
gauntlets
device amplifier

Gravity
Mind-reading Heat vision
5 helmet
manipulation
device
goggles

Personal force
6 Repulsor boots
field generator
Hacking toolset

superheroes 93
special rules
● Superpowers: If the hero's superpower is consistent
with the context of the situation in which it is used, it
provides an automatic benefit 1 time per day. The an-
swer is automatically "Yes, and..." without the :need to
consult the oracle.
● Hero Points: The Protagonist starts the adventure with
3 Hero Points. He can spend one to roll again an unfa-
vorable result, or to roll with advantage regardless of
the disadvantages in the scene. Points are restored af-
ter a long rest (at the beginning of the next adventure).

94 loner complete
factions
the truth coalition
● Concept: Legendary Superheroes
● Skills: Leadership, Superpower Control
● Frailty: Public Pressure
● Gear: Utility Belt, Communicator
● Goal: Protect the Earth from all threats
● Motive: To uphold justice and peace
● Nemesis: Voluptuous, Exterminator

the vindicators
● Concept: Earth's Mightiest Heroes
● Skills: Teamwork, Combat Training
● Frailty: Infighting
● Gear: Shield, Utility Belt
● Goal: Defend the Earth from all threats
● Motive: To protect innocent lives
● Nemesis: Timber, Captain Darkness

the marvelous
● Concept: Mutants Fighting for Equality
● Skills: Superpower Control,
Combat Training
● Frailty: Discrimination
● Gear: Marvelous Uni-
form, Cerebro
● Goal: To create a
world where mu-
tants and humans
can live together in
peace
● Motive: To fight for
the rights of mutants
● Nemesis: Micros, Melt-
down

superheroes 95
blooming champions
● Concept: Young Heroes in Training
● Skills: Leadership, Superpower Control
● Frailty: Lack of Experience
● Gear: Utility Belt, Communicator
● Goal: To protect the Earth from all threats
● Motive: To become the next generation of heroes
● Nemesis: Blackstriker, The Annihilator

the annihilators
● Concept: Supervillains united
● Skills: Leadership, Superpower Control
● Frailty: In-fighting
● Gear: Utility Belt, Communicator
● Goal: To conquer the world
● Motive: Power and control
● Nemesis: The Truth Coalition, Blooming Champions

supervillains united
● Concept: Criminal Masterminds
● Skills: Leadership, Superpower Control
● Frailty: Secret Identities
● Gear: Utility Belt, Communicator
● Goal: To conquer the world
● Motive: Power and control
● Nemesis: The Vindicators, The Marvelous

96 loner complete
npcs
captain nova
● Concept: Cosmic Superhero
● Skills: Superpower Control, Leadership
● Frailty: Loneliness
● Gear: Nova Helmet, Starblaster
● Goal: To protect the galaxy from threats
● Motive: To serve and protect all life
● Nemesis: Starblight, The Conqueror

the crimson crusader


● Concept: Wealthy Superhero
● Skills: Wealth Management, Leadership
● Frailty: Arrogance
● Gear: Crimson Crusader Suit, Utility Belt
● Goal: To fight crime and protect the innocent
● Motive: To use his wealth and resources to make a dif-
ference
● Nemesis: The Baron, Blackout

the shadow
● Concept: Stealthy Superhero
● Skills: Stealth, Combat
Training
● Frailty: Secret Identity
● Gear: Shadow Suit,
Smoke Pellets
● Goal: To bring crimi-
nals to justice
● Motive: To use his
abilities to make a
difference
● Nemesis: The Wraith,
The Specter

superheroes 97
the brainiac
● Concept: Genius Superhero
● Skills: Intelligence, Technology
● Frailty: Emotional Detachment
● Gear: Utility Belt, Brainiac's Helmet
● Goal: To use his intelligence for the betterment of
mankind
● Motive: To use his intelligence to solve problems
● Nemesis: The Mad Scientist, The Thinker

the tempest
● Concept: Weather-based Superhero
● Skills: Weather Control, Combat Training
● Frailty: Temperament
● Gear: Tempest Suit, Stormbringer
● Goal: To protect the Earth from natural disasters
● Motive: To use his abilities to make a difference
● Nemesis: The Storm King, The Tempestuous

the phoenix
● Concept: Fire-based Superhero
● Skills: Fire Control, Combat
Training
● Frailty: Arrogance
● Gear: Phoenix Suit,
Firebird
● Goal: To protect the
Earth from threats
● Motive: To use his
abilities to make a
difference
● Nemesis: The In-
ferno, The Blaze

98 loner complete
villains
the disintegrator
● Concept: Superpowered Criminal
● Skills: Superpower Control, Combat Training
● Frailty: Arrogance
● Gear: Energy Blaster, Force Field Generator
● Goal: To become the most powerful criminal in the
world
● Motive: Power and wealth
● Nemesis: The Truth Coalition

the mindbender
● Concept: Psychic Supervillain
● Skills: Telepathy, Illusion
Casting
● Frailty: Mental Insta-
bility
● Gear: Psychic Ampli-
fier, Illusion Genera-
tor
● Goal: To control the
minds of the entire
world
● Motive: Power and
control
● Nemesis: The Vindica-
tors

the tempestuous
● Concept: Weather-Controlling Supervillain
● Skills: Weather Control, Combat Training
● Frailty: Dependence on technology
● Gear: Weather Control Device, Energy Blaster
● Goal: To become the ruler of the world's weather
● Motive: Power and control
● Nemesis: The Tempest

superheroes 99
the mechanic
● Concept: Technologically-Enhanced Supervillain
● Skills: Robotics, Cybernetics
● Frailty: Overreliance on technology
● Gear: Exo-Suit, Energy Blaster
● Goal: To become the most powerful being in the world
● Motive: Power and control
● Nemesis: Blooming Champions

the devourer
● Concept: Superpowered Alien
● Skills: Superpower Control, Combat Training
● Frailty: Hunger for energy
● Gear: Energy Absorption Device, Force Field Generator
● Goal: To consume all energy in the world
● Motive: Survival
● Nemesis: The Annihilators

the infector
● Concept: Superpowered Parasite
● Skills: Superpower Control, Infection
● Frailty: Dependence on hosts
● Gear: Infection Glands, Camouflage
● Goal: To infect and control all life on Earth
● Motive: Survival
● Nemesis: Supervillains United

100 loner complete


locations
metropia
● A bustling metropolis that serves as the main hub of
activity in the game's setting.
● It is home to a diverse population of humans and mu-
tants, as well as a variety of businesses and organiza-
tions.

jiston city
● A gritty and crime-ridden city, known for its corrupt
government and powerful criminal underworld.
● It is home to a number of notorious super villains.

central city
● The most famous city in the world, known for its iconic
skyline and cultural diversity.
● It is a major center of commerce and industry, as well
as a hotbed of superhero activity.

the harmony post


● A major newspaper and media conglomerate, known
for its in-depth coverage of the world of superheroes
and super villains.
● It serves as a hub of information and intelligence for
the heroes of the game's setting.

the vortex island


● The headquarters of the Truth Coalition, it is a state-of-
the-art facility that serves as a base of operations for
the world's greatest heroes.
● It is equipped with advanced technology and resources
to aid in the fight against crime and evil.

the crimson castle


● A school for young mutants, founded by Agent Red
Crane.
● It serves as a sanctuary and training ground for the
next generation of mutants, and is also home to the
Marvelous, a team of mutant heroes

superheroes 101
adventure seeds
D66 Adventure
The Truth Coalition receives a distress signal from a
distant planet, where an alien invasion threatens to
11
wipe out all life. The protagonist must travel to the
planet and stop the invasion.

A powerful artifact, said to grant immense power to


its wielder, has been discovered in an ancient tem-
12
ple. The Vindicators must retrieve the artifact before
it falls into the hands of a dangerous supervillain.

The Marvelous receive a distress call from a mutant


community under attack by a group of anti-mutant
13
extremists. The protagonist must defend the com-
munity and bring the extremists to justice.
A group of young protagonist in training, the Bloom-
ing Champions, stumble upon a plot to release a
14 dangerous new weapon onto the streets of Metropia.
They must stop the weapon's release and apprehend
the villains behind it.
The Annihilators launch a massive attack on the city,
15 with the goal of conquering it. The protagonist must
stop the attack and bring the villains to justice.
The Supervillains United have kidnapped a promi-
nent scientist, whose research could give them an
16 edge in their quest for world domination. The pro-
tagonist must rescue the scientist and thwart the vil-
lains' plans.
The city of Jiston is under attack by a giant monster,
21 and the protagonist must stop it before it destroys
the city.
The protagonist is asked to investigate a mysterious
22 energy source that has been detected on an un-
charted planet.
A new super-powered individual has appeared in the
23 city and is causing destruction. The protagonist
must stop them before they cause more harm.
The protagonist must stop a powerful super-villain
24 who has threatened to destroy the city if their de-
mands are not met.
The protagonist is asked to investigate a series of
25 strange disappearances that have occurred in the
city.
The protagonist must stop a group of super-villains
26
who have teamed up to carry out a massive heist.

102 loner complete


D66 Adventure

The protagonist must stop a rogue agent of a secret


31 government organization who has stolen classified
information.

The protagonist must stop a powerful alien invasion


32
that threatens to destroy the city.
The protagonist must stop a super-villain who has
33
taken hostages in order to make demands.
The protagonist must stop a group of super-villains
34 who have infiltrated a major corporation in order to
steal valuable technology.
A new super villain calling himself "The Annihilator"
has surfaced in Metropia, causing destruction and
35
chaos throughout the city. The protagonist must
stop him before he can cause any more damage.
A group of powerful mutants have been kidnapped
by a secret organization with unknown motives. The
36
protagonist must track down the kidnappers and
rescue the mutants before it's too late.
The evil genius Dr. X has created a new weapon that
41 could destroy the world, and the protagonist must
race against time to stop him before he can use it.

A group of powerful super villains have joined forces


42 to take over Jiston City, and the protagonist must
band together to stop them.

A criminal organization known as the Secret Society


43 is planning a major heist, and the protagonist must
stop them before they can carry out their plans.

The Jiston City Police Department is overwhelmed


44 by the number of super-powered criminals, and the
protagonist must step in to lend a hand.
A dangerous new drug known as "Super Juice" has
hit the streets of Metropia, granting users temporary
45 superpowers at the cost of their health and sanity.
The protagonist must stop the distribution of the
drug and find out who is behind its creation.
The city is under attack by a giant monster, and the
46 protagonist must use their powers to stop it before it
can cause any more destruction.

superheroes 103
D66 Adventure

A powerful and mysterious figure known only as


"The Shadow" has been causing trouble in Central
51
City, and the protagonist must uncover his true iden-
tity and stop him.

A group of super villains have broken into The Vortex


Island and stolen important information, and the
52
protagonist must track them down and retrieve the
stolen data.

A young mutant has been kidnapped by a group of


53 anti-mutant extremists, and the protagonist must
rescue him before it's too late.

The Crimson Castle is under attack by a group of su-


54 per-powered mercenaries, and the protagonist must
defend the school and its students.

The city is in danger from a massive natural disaster,


55 and the protagonist must work together to save as
many lives as possible.

A group of super villains have taken hostages in a


56 downtown building, and the protagonist must infil-
trate the building and rescue the hostages.

104 loner complete


D66 Adventure

A group of superpowered criminals, led by a mysteri-


ous figure known as "The Conductor," have been
61 causing chaos in Metropia. The protagonist must un-
cover the Conductor's true identity and stop their
nefarious plans before it's too late.

The Vindicators have received a distress call from Jis-


ton City, where a powerful new villain known as "The
Tempest" has taken control of the city's government
62 and is using their powers to terrorize the citizens.
The protagonist must infiltrate the city and take
down the Tempest before they can solidify their hold
on the city.

A powerful artifact, said to grant immense power to


whoever possesses it, has been discovered in Central
City. However, several factions have set their sights
63
on obtaining it, and the protagonist must navigate
through the web of lies and deception to claim the
artifact before it falls into the wrong hands.

The Harmony Post has uncovered evidence of a sin-


ister conspiracy involving several of Metropia's most
64 prominent business leaders. The protagonist must
investigate and gather evidence to expose the truth
and bring the conspirators to justice.

The Vortex Island comes under attack by a powerful


alien race, determined to retrieve a valuable piece of
65 technology stored within. The protagonist must de-
fend the island and prevent the aliens from getting
their hands on the technology at all costs.

The Crimson Castle is infiltrated by a group of anti-


mutant activists, who are determined to rid the
66 world of mutants. The protagonist must work to-
gether to protect the students and staff of the
school and put an end to the activists' plans.

superheroes 105
106 loner complete
CRIME

crime 107
setting information ........................................................ 109
character traits .............................................................. 110
special rules ....................................................................... 114
factions ................................................................................ 117
npcs ......................................................................................... 119
foes ......................................................................................... 121
adventure seeds ............................................................... 124

Editing and contributions by Alessio Serini

108 loner complete


setting information
● The Crime Adventure Pack can be set in modern times
or in any time period that supports a criminal under-
world.
● The location could be a sprawling metropolis with a
thriving criminal underworld or a smaller city with a
more contained criminal element. The setting could
also be a rural area with a history of organized crime.
● The cultural and historical details could reflect the
criminal activity and the state of law enforcement in
the area. For example, the setting could be influenced
by the prohibition era, organized crime in the 1920s
and 1930s, or the rise of street gangs in the late 20th
century.
● The criminal underworld could be made up of various
organized crime syndicates, street gangs, and individ-
ual criminals. These groups could be in competition
with one another or could be working together to-
wards a common goal.
● The state of law enforcement in the setting is an im-
portant aspect to consider. Are the police overworked
and underfunded, struggling to keep up with the crim-
inal element? Or are they well-equipped and well-
trained, making it difficult for criminals to operate
without getting caught?

crime 109
concepts
character traits

1 2 3
Criminal
1 Crooked Cop Smuggler
Mastermind

2 Detective Terrorist Drug Lord

3 Private Eye Forger Witty Swindler

Undercover
4 Agent
Burglar Arms Dealer

5 Bail Bondsman Bank Robber Counterfeiter

Human
6 Corrupt Judge Safe Cracker
Trafficker

4 5 6

1 Hired Gun Mafia Boss Con Artist

2 Hitman Enforcer Thief

Money
3 Witness
Launderer
Police Officer

4 Mercenary Vigilante Pickpocket

Smuggling
5 Veteran Syndicate Harlot
Leader

6 Serial Killer Gang Leader Drug Addict

110 loner complete


skills

1 2 3

1 Sneaking Firearms Intimidation

2 Interrogation Forensics Pickpocketing

3 Law Demolition Paramedics

4 Forgery Poisoning Knife Fighting

5 Climbing Escape Artist Sharpshooting

6 Infiltration Hacking Web Surfing

4 5 6

1 Streetwise Driving Tactics

Deep
2 Tracking Knowledge Seduction
(choose)

3 Deception Parkour Martial Arts

4 Surveillance Lockpicking Disguise

Underworld
5 Connections
Piloting Criminology

6 Fraud Accounting Stealth

crime 111
frailties
1 2 3

1 Paranoia Greed Short Temper

2 Obsessiveness Dishonesty Arrogance

3 Self-Doubt Secretiveness Egoism

4 Egomania Phobia (choose) Sadism

5 Intolerance Sociopathy Nervousness

Dependence Code against


6 (choose)
Instable
Killing

4 5 6

1 Cowardice Impulsiveness Thrillseeker

Devoted to Bad Reputation


2 Vengefulness
Justice (why)

3 Deception Hypochondria Betrayal

4 Envy Overconfidence Irresponsibility

Mental Illness
5 Violent Casual Killer
(choose)

Idiosyncracy
6 Fearfulness Arrogance
(choose)

112 loner complete


gear

1 2 3
Rope and
1 Lockpicking set Handgun
Grappling hook

2 Fake ID Bugs Utility Belt

Tactical
3 flashlight
Shotgun Bulletproof vest

Submachine
4 Wire cutters
gun
Microcamera

Hand Grenade
5 Fake passport Disguise Kit
(choose)

6 Car jacking kit Sniper rifle Handcuffs

4 5 6
Night-vision
1 goggles
Silenced pistol Cash

Illegal Drug
2 Binoculars Assault Rifle
(choose)

3 First aid kit Demolition Kit Taser

Long-Range
Listening Fake police
4 badge
Pepper spray
Device

5 Bug Detector Mini-Recorder Billy

Sharp Weapon
6 (choose)
Crime Scene Kit Brass knuckles

crime 113
special rules
heat
● The protagonist must manage the heat they generate
from their criminal activities, which can attract the at-
tention of law enforcement and rival criminal organiza-
tions.
● Ask a closed question based on the roll result to deter-
mine the outcome of the interaction:
● No and: You fail to avoid the attention of law enforce-
ment and your criminal activities become known to a
rival organization.
● No: You fail to keep your criminal activities a secret, at-
tracting the attention of law enforcement.
● No but: You avoid the attention of law enforcement,
but your criminal activities are discovered by a rival or-
ganization.
● Yes but: You are able to keep your criminal activities a
secret, but only by taking measures that attract the at-
tention of rival organizations.
● Yes: You are able to keep your criminal activities a se-
cret and avoid the attention of both law enforcement
and rival organizations.
● Yes and: You are able to keep your criminal activities a
secret and gain the favor of both law enforcement and
rival organizations.

influence
The protagonist must build and maintain relationships with
other criminals, politicians, and law enforcement officials to
gain information, favors, and protection

building relationships
● When trying to build a relationship with a criminal or-
ganization, ask a closed question. On a result of:
● No and: The relationship takes a turn for the worse, and
they become hostile towards you.
● No: The relationship remains unchanged, and you do
not make any progress.
● No but: The relationship remains unchanged, but you
gather some information about them.
● Yes but: You make some progress in building the rela-
tionship, but it requires more effort on your part.
● Yes: You successfully build the relationship, and they
become more willing to work with you.
● Yes and: Not only do you build the relationship, but
they also offer you a favor or valuable information.
114 loner complete
maintaining relationships
● When trying to maintain a relationship with a criminal
organization, ask a closed question. On a result of:
● No and: The relationship takes a turn for the worse, and
they become hostile towards you.
● No: The relationship remains unchanged, and you do
not make any progress.
● No but: The relationship remains unchanged, but you
gather some information about them.
● Yes but: You manage to maintain the relationship, but
it requires more effort on your part.
● Yes: You successfully maintain the relationship, and
they continue to work with you.
● Yes and: Not only do you maintain the relationship, but
they also offer you a favor or valuable information.

gaining information
● When trying to gain information from a criminal orga-
nization, ask a closed question. On a result of:
● No and: You do not get any information and things get
worse.
● No: You do not receive any information.
● No but: You do not receive any information, but you
gather some insight into their operations.
● Yes but: You receive some information, but it is limited
and requires further investigation.
● Yes: You receive valuable information that can aid in
your criminal activities.
● Yes and: Not only do you receive valuable information,
but they also offer you a favor or protection.

crime 115
interrogation
● When attempting to extract information from a sus-
pect, witness, or informant, the protagonist must make
a roll using their negotiation, intimidation, or investiga-
tion skills.
● Then ask a closed question based on the roll result to
determine the outcome of the interaction:
● No and: The target refuses to cooperate and their re-
solve is strengthened.
● No: The target refuses to cooperate.
● No but: The target refuses to cooperate, but offers
some limited information.
● Yes but: The target cooperates, but with reluctance and
under duress.
● Yes: The target cooperates willingly.
● Yes and: The target not only cooperates, but is also will-
ing to offer additional information or assistance.

116 loner complete


factions
the syndicate
● Concept: Corrupt Network
● Skills: Intimidation, Smuggling
● Frailty: Greed
● Gear: Black Book, Silenced Pistol
● Goal: Control all criminal activities in the city
● Motive: Profit and power
● Nemesis: The Police Department

the police department


● Concept: Law Enforce-
ment
● Skills: Investigation,
Shootout
● Frailty: Corruption
● Gear: Badge, Hand-
cuffs
● Goal: Maintain law
and order
● Motive: Duty and jus-
tice
● Nemesis: The Syndicate

the underground
● Concept: Street Gang
● Skills: Streetwise, Theft
● Frailty: Violence
● Gear: Switchblade, Graffiti Can
● Goal: Dominate the streets
● Motive: Territory and respect
● Nemesis: Rival Gangs

the politicians
● Concept: Power Brokers
● Skills: Diplomacy, Lobbying
● Frailty: Greed
● Gear: Briefcase, Business Card
● Goal: Control the city through politics
● Motive: Wealth and influence
● Nemesis: Whistleblowers

crime 117
the journalists
● Concept: Watchdogs
● Skills: Research, Writing
● Frailty: Curiosity
● Gear: Notepad, Camera
● Goal: Expose corruption
● Motive: Truth and justice
● Nemesis: The Politicians

the mob
● Concept: Organized Crime
● Skills: Extortion, Money Laundering
● Frailty: Loyalty
● Gear: Baseball Bat, Envelope of cash
● Goal: Run the city's illegal businesses
● Motive: Profit and power
● Nemesis: The Police Department

118 loner complete


npcs
detective michael
stone
● Concept: Experienced
Detective
● Skills: Interrogation,
Investigation
● Frailty: Corruptible
● Gear: Handgun, Po-
lice Radio
● Goal: To solve the
case and bring the
criminal to justice
● Motive: To protect and
serve the community
● Nemesis: Criminal Organizations

kingpin frank blackwood


● Concept: Ruthless Kingpin
● Skills: Intimidation, Networking
● Frailty: Paranoid
● Gear: Luxury Car, Bodyguards
● Goal: To expand his criminal empire and accumulate
wealth and power
● Motive: To be respected and feared by all
● Nemesis: Law Enforcement and Rival Kingpins

informant lily johnson


● Concept: Skittish Informant
● Skills: Streetwise, Sneaking
● Frailty: Addicted
● Gear: Cell Phone, Fake ID
● Goal: To stay alive and get out of the criminal under-
world
● Motive: To protect herself and her loved ones
● Nemesis: Criminal Organizations and Corrupt Officials

crime 119
smuggler nick carter
● Concept: Experienced Smuggler
● Skills: Piloting, Disguise
● Frailty: Greedy
● Gear: Airplane, Fake Passports
● Goal: To make as much money as possible by traffick-
ing illegal goods
● Motive: To live a life of luxury and adventure
● Nemesis: Customs Officials and Interpol Agents

hacker daisy rogers


● Concept: Tech-Savvy Hacker
● Skills: Computer Science, Cryptography
● Frailty: Arrogant
● Gear: Laptop, Encrypted USB Drive
● Goal: To use her skills for personal gain and to cause
chaos
● Motive: To prove that she is the best and most power-
ful hacker
● Nemesis: Law Enforcement and Cybersecurity Experts

arms dealer max


sterling
● Concept: Skilled Arms
Dealer
● Skills: Negotiation,
Marksmanship
● Frailty: Impulsive
● Gear: Pistol, Satchel
of Cash
● Goal: To sell
weapons to anyone
willing to pay the
right price
● Motive: To make a quick
profit and live a life of luxury
● Nemesis: Law Enforcement and Antiterrorism Units

120 loner complete


foes
corrupt cop
● Concept: Dirty Lawman
● Skills: Intimidation, Investigation
● Frailty: Greed
● Gear: Handcuffs, Badge
● Goal: Maintain Power
● Motive: Personal Gain
● Nemesis: Honest Cop

drug lord
● Concept: Narcotics King-
pin
● Skills: Leadership, Ne-
gotiation
● Frailty: Arrogance
● Gear: Gun, Money
● Goal: Expand Em-
pire
● Motive: Money
● Nemesis: DEA Agent

hitman
● Concept: Professional
Killer
● Skills: Stealth, Marksmanship
● Frailty: Empathy
● Gear: Silenced Pistol, Switchblade
● Goal: Complete Contract
● Motive: Money
● Nemesis: Target's Bodyguard

smuggler
● Concept: Illegal Importer
● Skills: Piloting, Navigation
● Frailty: Cowardice
● Gear: Plane, Fake Passport
● Goal: Complete Delivery
● Motive: Money
● Nemesis: Customs Agent

crime 121
thief
● Concept: Skilled Burglar
● Skills: Stealth, Pickpocketing
● Frailty: Greed
● Gear: Lockpicks, Flashlight
● Goal: Acquire Valuables
● Motive: Personal Gain
● Nemesis: Security Guard

white collar criminal


● Concept: Corporate Con Artist
● Skills: Deception, Accounting
● Frailty: Arrogance
● Gear: Business Suit, Laptop
● Goal: Commit Fraud
● Motive: Personal Gain
● Nemesis: Fraud Investigator

122 loner complete


LOCATIONS
the abandoned warehouse
● A decrepit, sprawling complex of crumbling brick and
rusted metal that once served as a storage facility for a
long-defunct shipping company.
● Possible encounters: Homeless Squatters, Scrappers,
Smugglers, Criminal Gangs

the docks
● A bustling hub of cargo ships, fishing boats, and other
vessels that line the piers and loading docks.
● Possible encounters: Dock Workers, Seafarers, Smug-
glers, Police Patrols

the slums
● A sprawling network of shoddy, makeshift housing
structures that are home to the poorest and most des-
perate members of society.
● Possible encounters: Homeless Squatters, Junkies,
Thugs, Outlaws

the underworld
● A secret network of underground tunnels, hideouts,
and criminal lairs where the most dangerous elements
of society operate.
● Possible encounters: Smugglers, Criminal Gangs, Hu-
man Traffickers, Assassin's Guilds

the government building


● A imposing, skyscraping edifice that serves as the seat
of political power in the city.
● Possible encounters: Bureaucrats, Police Officers,
Politicians, Spies

the high-rise district


● A network of luxurious, towering skyscrapers where the
wealthy and influential members of society reside.
● Possible encounters: Business Tycoons, Socialites,
Politicians, Private Security Forces

crime 123
adventure seeds
D66 Adventure

The protagonist involuntarily witnesses a gangland


11
execution.

The protagonists must infiltrate a high-security


12
prison to rescue a valuable informant.

A powerful criminal organization hires the protago-


13
nist to sabotage a rival gang's operations.

The protagonist is hired to protect a wealthy busi-


14
nessman during a dangerous trade negotiation.

The protagonist is on the trail of a notorious serial


15
killer.

The protagonist is tasked with retrieving valuable in-


16
formation from a corrupt government official.

The protagonist is accused of a murder he didn’t


21
commit.

The protagonist is hired to retrieve a valuable piece


22
of technology from a rival corporation.

The protagonists must infiltrate a rival gang's secret


23
headquarters to gather intelligence.

A wealthy collector hires the protagonist to retrieve a


24
rare and valuable piece of art.

The protagonist is hired to escort a high-value target


25
through a dangerous war-torn city.

A powerful criminal organization hires the protago-


26
nist to disrupt a rival gang's arms deal.

124 loner complete


D66 Adventure

The protagonists must track down a rogue agent


31
who has stolen sensitive information.

The protagonist is hired to escort a witness to a im-


32
portant trial.

The protagonists must infiltrate a secret govern-


33
ment facility to retrieve classified information.

A wealthy collector hires the protagonist to retrieve a


34
valuable and dangerous artifact.

The protagonist is hired to retrieve a stolen package


35
from a rival gang's hideout.

The protagonist finds evidence accusing a crooked


36
cop at the crime scene.

The character finds himself hostage in a bank rob-


41
bery.

The protagonist is chasing a terrorist: time is running


42
out, the bomb will explode soon.

The protagonists must infiltrate a rival gang's base


43
of operations to rescue a captive ally.

An assassin in on protagonist’s trail: does the prey


44
become the hunter before it’s too late?

The protagonist is hired to track down and capture a


45
dangerous criminal who has escaped from prison.

The protagonists must retrieve a stolen shipment of


46 valuable weapons before it falls into the wrong
hands.

crime 125
D66 Adventure

The protagonist is hired to protect a wealthy philan-


31
thropist during a dangerous public event.

The protagonist wakes up in an unknown apartment


32 with no memory of recent events and his hands cov-
ered in blood. Someone is knocking on the door…

The protagonist is hired to rescue a valuable hostage


33
from a dangerous and hostile urban environment.

The protagonists must retrieve a valuable shipment


34
of goods from a rival gang's hideout.

One of the team members has been captured/


35 threatened/ransomed/held hostage/used as lever-
age.

The protagonists must infiltrate a rival gang's head-


36
quarters to retrieve valuable information.

The protagonist is hired to escort a valuable and


41
high-profile target through a dangerous city.

While you are returning home at the end of your


night shift a woman in tears, injured and with
42
ragged clothes blocks your road asking you to save
her because someone wants to kill her.

A valuable shipment of drugs(or weapons) will arrive


43 at the port tonight. The underworld is in turmoil, the
police too.

The protagonists must find evidence of a notorious


44
crime boss's involvement in the murder of a judge.

You are undercover agent in a large criminal organi-


45 zation: you’re about to conclude your mission when
you discover that a mole has betrayed you.

The protagonists must rescue a valuable informant


46
from a dangerous rival gang's hideout.

126 loner complete


MYSTERY

mystery 127
setting information ........................................................ 129
character traits .............................................................. 130
special rules ....................................................................... 134
factions ................................................................................ 136
npcs ......................................................................................... 138
foes ......................................................................................... 140
locations .............................................................................. 142
adventure seeds ............................................................... 143

128 loner complete


setting information
● The time period is Late 19th - Early 20th century, during
the golden age of detective fiction
● The location is Victorian England, with a focus on Lon-
don and its criminal underworld
● The main historical event is the Industrial Revolution,
which brought new advancements and technologies
but also social and economic changes that affected so-
ciety.
● Emphasis on detective stories, scientific investigation,
and reasoning. The works of Arthur Conan Doyle and
other contemporary writers heavily influenced the
genre.
● Themes are: crime, mystery, suspense, and deduction,
with a focus on the psychological and moral aspects of
the detective and their pursuit of justice.

mystery 129
concepts
character traits

1 2 3
Brilliant Mysterious
1 Detective
Cunning Sleuth
Investigator

Methodical Astute Sharp-Witted


2 Sleuth Investigator Inspector

Resourceful Mastermind
3 Savvy Inspector
Sleuth Detective

Deductive Inquisitive Seasoned


4 Detective Investigator Inspector

Determined Keen-Eared Calculating


5 Inspector Sleuth Detective

Charismatic Trustworthy Discerning


6 Detective Investigator Inspector

4 5 6
Observant Intuitive Eccentric
1 Inspector Enigma Detective

Tenacious Perceptive Analytical


2 Sleuth Detective Investigator

Unorthodox Insightful
3 Investigator
Wise Inspector
Sleuth

Sharp-Eyed Brilliant Mind Streetwise


4 Sleuth Detective Investigator

Brilliant
Fearless Quick-Thinking
5 Strategist
Inspector Sleuth
Investigator

Rational Diligent
6 Fearless Sleuth
Detective Investigator

130 loner complete


skills

1 2 3
Deductive
1 reasoning
Observant eye Crime analysis

Profiling Surveillance
2 suspects expertise
Code breaking

Psychological Combat
3 insight training
Lock picking

Tracking Fingerprint Eavesdropping


4 abilities analysis expertise

Poison Ballistics Witness


5 knowledge analysis interviewing

Criminal
Logic puzzle
6 Lip reading network
solving
knowledge

4 5 6
Forensic Effective
1 Sharp memory
knowledge interrogation

Research Photography Disguise


2 proficiency skills mastery

Firearms Persuasive Legal


3 proficiency negotiation knowledge

4 Safe cracking Lie detection Martial arts

Document
Crime Handwriting
5 forgery
reconstruction analysis
detection

Memory Navigation Stealth and


6 enhancement skills concealment

mystery 131
frailties
1 2 3
Chronic Persistent
1 migraines
Fear of the dark
nightmares

Fear of
PTSD from past Chronic
2 cases insomnia
enclosed
spaces

Imposter Deep-rooted
3 Fear of heights
syndrome cynicism

Haunted by a Inability to trust


4 Fear of firearms
past mistake others

Obsessive- Insecurity
about their Anxiety in social
5 compulsive
settings
tendencies detective skills

Lack of Impaired
6 Fear of animals
empathy hearing

4 5 6
Substance Overwhelming Social
1 addiction guilt awkwardness

Chronic pain
Grief from a Moral dilemma from
2 personal loss struggles
an old injury

Paralyzing fear Family secrets


3 Claustrophobia
of failure haunting them

Recklessness in
4 Chronic illness Fear of water
pursuing justice

Fear of public Superstitious Emotional


5 speaking beliefs detachment

Paranoia and
Fear of the Inability to let
6 distrust of
supernatural go of a case
authority

132 loner complete


gear

1 2 3
Detective's
1 magnifying
glass
Pocket watch Fountain pen

Lock picking Detective's


2 tools
Disguise kit
trench coat

Forensic
Wiretapping Camera with
3 fingerprinting equipment tripod
kit

Crime scene Morse code


4 tape
Telescope
device

Forensic Sketching and


Detective's drawing
5 briefcase anthropology
kit supplies
Portable
Polygraph Lie detection phonograph
6 machine kit and recording
discs

4 5 6
Detective's Evidence
1 notebook collection kit
Flashlight

Microphone
2 Hidden camera and listening
device
Detective's hat

Evidence
Forensic Detective's
3 chemistry kit walking cane evidence bags
and labels
Invisible ink Portable
Cryptography
4 and decoding
tools
handbook darkroom

Portable Surveillance
5 typewriter binoculars
Breathalyzer

Detective's Portable Forensic


6 badge and
identification
fingerprinting ballistics
kit analysis kit

mystery 133
special rules
clues
To uncover the mystery, characters will need to gather infor-
mation and piece together clues. The resolution of actions
related to discovering clues will be through a closed ques-
tion with the following range of possible answers:

● No, and: The protagonist fails to discover any informa-


tion or clues.
● No: The protagonist discovers a small piece of informa-
tion or clue, but it's not particularly useful.
● No, but: The protagonist discovers a piece of informa-
tion or clue, but it reveals a misleading or false lead.
● Yes, but: The protagonist discovers a piece of informa-
tion or clue, but it requires further investigation or veri-
fication.
● Yes: The protagonist discovers a useful piece of infor-
mation or clue that helps to progress the investigation.
● Yes, and: The protagonist discovers multiple pieces of
information or clues that significantly advance the in-
vestigation.

interrogation
To gather information from suspects and witnesses, charac-
ters will engage in interrogations. The resolution of actions
related to questioning individuals will be through a closed
question with the following range of possible answers:

● No, and: The protagonist's line of questioning is ineffec-


tive and the suspect or witness refuses to cooperate.
● No: The protagonist's line of questioning is ineffective
and the suspect or witness provides limited or unhelp-
ful information.
● No, but: The protagonist's line of questioning reveals a
misleading or false lead.
● Yes, but: The protagonist's line of questioning elicits
useful information, but the suspect or witness is eva-
sive or uncooperative.
● Yes: The protagonist's line of questioning elicits useful
information from the suspect or witness.
● Yes, and: The protagonist's line of questioning elicits
multiple pieces of useful information from the suspect
or witness.

134 loner complete


alibis
To determine the whereabouts of suspects, characters will
need to verify and question their alibis. The resolution of ac-
tions related to verifying alibis will be through a closed
question with the following range of possible answers:

● No, and: The protagonist is unable to verify or question


the alibi and it remains unconfirmed.
● No: The protagonist is unable to verify or question the
alibi, but it doesn't appear to be significant.
● No, but: The protagonist is unable to verify or question
the alibi, but it leads to a false lead.
● Yes, but: The protagonist is able to verify or question
the alibi, but it raises additional questions or suspi-
cions.
● Yes: The protagonist is able to verify or question the al-
ibi and it appears to be credible.
● Yes, and: The protagonist is able to verify or question
the alibi and it provides additional information that
helps to advance the investigation.

evidence
To uncover the truth, characters will need to gather and ex-
amine physical evidence. The resolution of actions related
to discovering and examining evidence will be through a
closed question with the following range of possible an-
swers:

● No, and: The protagonist fails to gather or examine any


physical evidence.
● No: The protagonist gathers or examines a small piece
of physical evidence, but it's not particularly useful.
● No, but: The protagonist gathers or examines a piece of
physical evidence, but it reveals a misleading or false
lead.
● Yes, but: The protagonist gathers or examines a piece
of physical evidence, but it requires further analysis or
verification.
● Yes: The protagonist gathers or examines a useful piece
of physical evidence that helps to progress the investi-
gation.
● Yes, and: The protagonist gathers or examines multiple
pieces of physical evidence that significantly advance
the investigation.

mystery 135
factions
the detectives
● Concept: Investigative Minds
● Skills: Observation, Deduction
● Frailty: Pride
● Gear: Magnifying Glass, Notepad
● Goal: To solve mysteries and bring criminals to justice
● Motive: To uphold justice and protect the innocent
● Nemesis: Clever criminals and corrupt politicians

the criminals
● Concept: Masterminds
● Skills: Deception, Street Smarts
● Frailty: Greed
● Gear: Lock Picks, Switchblade
● Goal: To commit crimes and profit from them
● Motive: To gain wealth and power
● Nemesis: detectives and law enforcement

the politicians
● Concept: Corrupt Officials
● Skills: Manipulation, Network-
ing
● Frailty: Greed
● Gear: Briefcase, Busi-
ness Card
● Goal: To maintain
power and wealth
● Motive: To further
their personal inter-
ests
● Nemesis: honest
politicians and inves-
tigative journalists

136 loner complete


the journalists
● Concept: Nosy Re-
porters
● Skills: Investigation,
Persuasion
● Frailty: Impulsive-
ness
● Gear: Pocket
Watch, Notebook
● Goal: To uncover the
truth and report on
it
● Motive: To expose cor-
ruption and injustices
● Nemesis: corrupt politicians
and powerful businessmen

the scientists
● Concept: Scientific Sleuths
● Skills: Analysis, Experimentation
● Frailty: Obsessiveness
● Gear: Microscope, Test Tubes
● Goal: To use science to solve mysteries
● Motive: To advance knowledge and understanding
● Nemesis: criminals who use science for their own pur-
poses

the spiritualists
● Concept: Mysterious Mediums
● Skills: Intuition, Clairvoyance
● Frailty: Naiveness
● Gear: Tarot Cards, Crystal Ball
● Goal: To use their spiritual abilities to solve mysteries
● Motive: To help the innocent and bring closure to the
bereaved
● Nemesis: skeptics and debunkers who doubt their abil-
ities.

mystery 137
npcs
captain augustus blackwood
● Concept: Disgraced Detec-
tive
● Skills: Sleuthing,
Marksmanship
● Frailty: Alcoholism
● Gear: Flask, Re-
volver
● Goal: Redemption
● Motive: To clear his
name and restore
his reputation
● Nemesis: Corrupt Po-
lice Chief

miss prudence fairfax


● Concept: Elegant Reporter
● Skills: Observation, Persuasion
● Frailty: Vanity
● Gear: Notebook, Pocket Mirror
● Goal: Scoop of a Lifetime
● Motive: To uncover the truth behind a major news
story and secure her place in the industry
● Nemesis: Intimidating Editor

dr. theodore marlowe


● Concept: Eccentric Pathologist
● Skills: Medical Science, deduction
● Frailty: Paranoia
● Gear: Scalpel, Chemical Kit
● Goal: Scientific Discovery
● Motive: To uncover the truth about a series of mysteri-
ous deaths and make a breakthrough in his field
● Nemesis: Suspicious Colleagues

138 loner complete


ivy addams
● Concept: Whispers in the Wind
● Skills: Infiltration, Street Smarts
● Frailty: Gambling Addiction
● Gear: Lockpicks, Dice
● Goal: Freedom
● Motive: To clear her name and avoid arrest for a crime
she did not commit
● Nemesis: Vengeful Detective

mr. jeremy bentley


● Concept: Wealthy Socialite
● Skills: Finance, Seduction
● Frailty: Arrogance
● Gear: Wallet, Cigarette Case
● Goal: Power
● Motive: To increase his influence and control in the up-
per echelons of society
● Nemesis: Envious Rival

miss margaret sterling


● Concept: Fierce Suf-
fragette
● Skills: Oratory, Tactics
● Frailty: Impulsive-
ness
● Gear: Pamphlets,
Pocket Watch
● Goal: Women's
Rights
● Motive: To fight for
women's rights and
equality in a male-
dominated society
● Nemesis: Conservative
Politician

mystery 139
foes
the con artist
● Concept: Deceptive Salesman
● Skills: Persuasion, Disguise
● Frailty: Greed
● Gear: Fake ID, False Evidence
● Goal: To defraud victims
● Motive: Financial gain
● Nemesis: Detective

the smuggler
● Concept: Underground Trader
● Skills: Stealth, Negotiation
● Frailty: Fear of Capture
● Gear: Hidden Compartment, Forged Papers
● Goal: To profit from illegal goods trade
● Motive: Financial gain
● Nemesis: Customs Officer

the thief
● Concept: Skilled Burglar
● Skills: Lockpicking, Escape Artist
● Frailty: Arrogance
● Gear: Lock picks, Grappling Hook
● Goal: To steal valuable items
● Motive: Personal gain
● Nemesis: Private Investigator

140 loner complete


the forger
● Concept: Deceptive Artist
● Skills: Mimicry, Forgery
● Frailty: Vanity
● Gear: Forged Documents, Imitation Materials
● Goal: To sell fake goods and pass them off as real
● Motive: Financial gain
● Nemesis: Art Investigator

the blackmailer
● Concept: Extortionist
● Skills: Intimidation, Research
● Frailty: Cowardice
● Gear: Hidden Recording Device, Threatening Letters
● Goal: To extort money from victims
● Motive: Financial gain
● Nemesis: Detective

the counterfeiter
● Concept: Duplicitous Printer
● Skills: Printing, Concealment
● Frailty: Paranoid
● Gear: Counterfeit Money, Inks and Paints
● Goal: To produce and distribute fake currency
● Motive: Financial gain
● Nemesis: Treasury Agent

mystery 141
locations
the rusty anchor
● A run-down tavern near the docks, known for its rough
clientele and seedy reputation.
● Possible encounters: Drunken Sailor, Smuggler, Un-
dercover Detective

the grand opera house


● A grand, opulent theater that is the pride of the city. It
hosts a variety of plays, operas, and ballets.
● Possible encounters: Egotistical Actor, Wealthy Bene-
factor, Opera Singer

the black rose club


● A notorious speakeasy, located in the heart of the city's
red light district.
● Possible encounters: Bootlegger, Jazz Musician, Flap-
per

the ironworks factory


● A large, industrial factory that produces various metal
goods. It is known for its long hours, low pay, and dan-
gerous working conditions.
● Possible encounters: Labor Union Organizer, Factory
Manager, Injured Worker

the university
● A prestigious institution of higher learning, with a focus
on science, medicine, and the arts.
● Possible encounters: Professor, Graduate Student, No-
bel Prize Winner

the majestic hotel


● A luxurious hotel that caters to the wealthy and fa-
mous. It is known for its opulent decor and excellent
service.
● Possible encounters: Hotel Manager, Rich Tourist, Soci-
ety Matron

142 loner complete


adventure seeds
D66 Adventure
A mysterious death occurs in a prominent gentle-
11 man's club, and the protagonist must interview
members and search for clues to uncover the truth.
The protagonist is hired by a wealthy industrialist to
12 retrieve a valuable artifact that was stolen from his
home.
A series of bizarre burglaries have taken place across
13 the city, and the protagonist must track down the
culprit before they strike again.

A young woman has disappeared from a prestigious


boarding school, and the protagonist must navigate
14
the school's hierarchy to uncover the truth behind
her disappearance.
A wealthy socialite is being blackmailed, and the
15 protagonist is hired to discover who is behind the
threats and put a stop to them.
A string of deadly fires have broken out across the
city, and the protagonist must work with the fire de-
16
partment to determine the cause and prevent any
further destruction.
A priceless painting has gone missing from a local
museum, and the protagonist must navigate the
21
complex web of collectors, curators, and art dealers
to recover the stolen artwork.
A corrupt police officer is suspected of taking bribes
22 and covering up crimes, and the protagonist must
gather evidence to bring the truth to light.
A wealthy businessman is receiving threatening let-
23 ters, and the protagonist must determine who is be-
hind the threats and why.
A string of murders has taken place in a high-end
24 neighborhood, and the protagonist must work with
the police to track down the killer.
A powerful politician is being blackmailed, and the
25 protagonist is hired to uncover the truth and put a
stop to the extortion.

A wealthy heiress has gone missing, and the protag-


26 onist must search for clues and follow leads to find
her before it's too late.

mystery 143
D66 Adventure

A string of jewel thefts have taken place at high-soci-


31 ety events, and the protagonist must work with the
local authorities to track down the thief.

A wealthy philanthropist is being threatened, and


32 the protagonist is hired to discover who is behind
the threats and protect their client.

A serial killer is on the loose, and the protagonist


33 must work with the police to track down the mur-
derer and bring them to justice.

A group of wealthy investors are being targeted by a


34 clever con artist, and the protagonist must expose
the fraud and protect their clients.

A wealthy collector is being blackmailed over a valu-


35 able artifact, and the protagonist must uncover the
truth behind the extortion and protect their client.

A powerful judge is receiving threatening letters,


36 and the protagonist must determine who is behind
the threats and why.
A wealthy shipping magnate is being extorted over a
valuable shipment, and the protagonist must work
41
with the shipping company to uncover the truth and
put a stop to the crime.
A prominent scientist is being threatened, and the
42 protagonist must determine who is behind the
threats and why.

A wealthy banker is being blackmailed, and the pro-


43 tagonist must work with the bank to uncover the
truth behind the extortion.

A string of diamond thefts have taken place across


44 the city, and the protagonist must track down the
thief and recover the stolen gems.

A wealthy politician is being threatened, and the


45 protagonist must determine who is behind the
threats and why.

A wealthy industrialist is being extorted over a valu-


46 able patent, and the protagonist must uncover the
truth behind the crime and protect their client.

144 loner complete


D66 Adventure
A string of art thefts have taken place across the city,
and the protagonist must work with the local au-
51
thorities to track down the thief and recover the
stolen artwork.
A wealthy socialite is found murdered in their pent-
52 house apartment and the investigation leads the de-
tectives to an underground gambling ring.
A string of burglaries hits the city's wealthy resi-
53 dents, and the detectives must track down the elu-
sive thief before they strike again.
A series of strange disappearances in the city's poor-
54 est neighborhood prompts the detectives to dig
deeper into the area's criminal underworld.
A young woman is found dead in the park and the
55 detectives must navigate the conflicting testimonies
of her friends and family to find the killer.

A famous painter's latest work is stolen from a presti-


56 gious art museum, and the detectives must navigate
the treacherous world of art theft to retrieve it.
The protagonist is called to a remote estate to inves-
tigate a mysterious death, and discover a web of se-
61
crets and deceit among the wealthy and powerful
residents.
A scientist's groundbreaking discovery is stolen and
62 the detectives must race against time to retrieve it
before it falls into the wrong hands.

The protagonist is tasked with investigating a series


63 of strange disappearances at a prestigious university,
and uncover a sinister plot to exploit students.

The protagonist is called to a wealthy neighborhood


to investigate a break-in at a high-security mansion,
64
and find themselves in the middle of a dangerous
power struggle.

A notorious gang leader is murdered in prison and


65 the detectives must navigate the treacherous world
of organized crime to find the killer.

A young woman is found dead in the city's harbor,


66 and the detectives must follow the trail of evidence
to uncover the truth about

mystery 145
146 loner complete
HORROR

horror 147
setting information ........................................................ 149
character traits .............................................................. 150
special rules ....................................................................... 154
factions ................................................................................ 155
npcs ......................................................................................... 157
creatures ............................................................................. 159
locations .............................................................................. 161
adventure seeds ............................................................... 163

148 loner complete


setting information
● The setting takes place in the present day, providing a
sense of familiarity and realism for the protagonist.
● The location can be a small town, a city, or a remote ru-
ral area, creating a sense of isolation and vulnerability
for the characters.
● The social structure is typical of modern society, with
government institutions, law enforcement, and tech-
nology all playing a significant role.
● The horror genre is heavily influenced by popular
movies and books, so protagonists can expect to en-
counter classic horror tropes and archetypes.
● Significant historical events and legends, such as the
Salem witch trials or the Loch Ness Monster, can pro-
vide a backdrop of fear and superstition to the setting.

horror 149
concepts
character traits

1 2 3
Paranoid Possessed
1 Detective
Haunted Healer
Priest

Insane Disturbed Deranged


2 Investigator Doctor Detective

Sinister Haunted
3 Scientist
Twisted Tourist
Housewife

Paranormal Possessed Frightened


4 Professor Politician Farmer

Spooked Menacing
5 Student
Addled Athlete
Manager

Deranged
6 Driver
Agitated Artist Frantic Fireman

4 5 6
Suspicious Unstable
1 Scientist Survivor
Corrupted Cop

Fearful Tormented
2 Firefighter
Broken Brave
Teacher

Traumatized Perturbed
3 Cursed Coach
Teacher Parent

Mangled Macabre Tainted


4 Mechanic Musician Tour Guide

Unhinged Schizophrenic
5 Uncle
Haunted Host
Sailor

Troubled Vengeful Unstable


6 Tourist Veterinarian Undertaker

150 loner complete


skills

1 2 3

1 Stealth Athletics Intimidation

2 Survival Insight Channeling

3 Perception Deception Medicine

4 Investigation Driving Contacts

Hand to hand
5 combat
Fearlessness Injury Tolerance

6 Regeneration See Invisible Shapeshifting

4 5 6

1 First Aid Lockpicking Research

2 Mechanic Tracking Negotiation

Ranged
3 Weapons
Occultism History

Damage Security Sys-


4 Resistance tems
Psychology

5 Medium Mind Control Persuasion

6 Telekinesis Blessed Psychometry

horror 151
frailties
1 2 3

1 Cowardice Greed Arrogance

2 Paranoid Vengeful Dishonest

Addictive
3 Gullible
Personality
Prejudiced

Paranormal
4 Skepticism
Alcoholic Kleptomaniac

5 Hypochondriac Narcissistic Agoraphobic

Obsessive Paranormal
6 Compulsive
Pyromaniac
Fear

4 5 6

1 Impulsiveness Selfishness Naiveness

2 Impoverished Weak-Willed Overconfident

3 Deceitful Jealous Hoarder

4 Compulsive Liar Gambler Codependent

Manic
5 Schizophrenic
Depressive
Sadistic

Chronic Bipolar
6 Depression Disorder
Schizoid

152 loner complete


gear

1 2 3

1 Handgun Shotgun Rifle

2 Flashlight Survival Knife Multi-Tool

3 Backpack Water Bottle Energy Bars

4 Cell Phone Walkie-Talkie GPS

Night Vision
5 Binoculars
Goggles
Thermometer

Flashbang Tear Gas


6 Grenade
Smoke Grenade
Grenade

4 5 6

1 Taser Pepper Spray Baton

2 First Aid Kit Firestarter Compass

3 Sleeping Bag Tent Rope

4 Camera Laptop External Battery

5 Crowbar Machete Ax

6 Bulletproof Vest Tactical Helmet Knee Pads

horror 153
special rules
● Fear: characters will face terrifying and stressful situa-
tions that will test their bravery and mental fortitude.
Fear consumes your Luck. When you face otherworldly
creatures, you can't recover as in a regular conflict!
You're paralyzed with terror and you must retire in a
family environment to recover.
● Insanity: The horrors that the characters will face may
take a toll on their mental stability. Keep track of your
Sanity as you do for Luck. Every time you face the Su-
pernatural, ask the Oracle how your psyche reacts.
Then apply the Harm rules. If Sanity reaches zero
you've lost your mind.

154 loner complete


factions
the enforcers
● Concept: Lawful Protectors
● Skills: Marksmanship, Intimidation
● Frailty: Corruption
● Gear: Handgun, Tactical Vest
● Goal: To maintain order and protect the public from su-
pernatural threats
● Motive: Duty and loyalty to their department and city
● Nemesis: Vigilante groups who take matters into their
own hands

the researchers
● Concept: Determined Scientists
● Skills: Knowledge of the supernatural, Technology pro-
ficiency
● Frailty: Obsession
● Gear: Laptop, Camera
● Goal: To study and understand supernatural occur-
rences in order to protect humanity
● Motive: Curiosity and the desire to make a difference in
the world
● Nemesis: Secrecy-obsessed government agencies who
want to keep their findings under wraps

the hunters
● Concept: Resourceful Professionals
● Skills: Tracking, Survival skills
● Frailty: Recklessness
● Gear: Shotgun, Hunting Knife
● Goal: To eliminate supernatural threats and protect hu-
manity
● Motive: A personal connection to a supernatural
tragedy or a desire for justice
● Nemesis: Cultists who worship supernatural entities
and see the hunters as a threat

horror 155
the survivors
● Concept: Fierce Homeless
● Skills: Scavenging, Street smarts
● Frailty: Desperation
● Gear: Backpack, Multi-tool
● Goal: To stay alive in a world overrun by supernatural
threats
● Motive: Self-preservation and the desire to protect
loved ones
● Nemesis: Bandits who prey on vulnerable survivors

the cultists
● Concept: Fanatical Mystics
● Skills: Knowledge of super-
natural rituals, Stealth
● Frailty: Blind devotion
● Gear: Ancient tomes,
Dagger
● Goal: To bring forth
a supernatural en-
tity and usher in a
new era of darkness
● Motive: A belief in
the superiority of
the supernatural and
a desire for power and
enlightenment
● Nemesis: Hunters and
enforcers who seek to stop
them

the vigilantes
● Concept: Determined Rebels
● Skills: Combat, Stealth
● Frailty: Vengeance
● Gear: Brass knuckles, Baton
● Goal: To fight against supernatural threats and corrup-
tion within the law enforcement agencies
● Motive: A personal connection to a supernatural
tragedy or a desire for justice
● Nemesis: The corrupt law enforcement agencies they
aim to take down

156 loner complete


npcs
dr. amanda stone
● Concept: Cunning Scientist
● Skills: Knowledge of the
supernatural, Manipula-
tion
● Frailty: Greed
● Gear: Laptop, Labo-
ratory coat
● Goal: To study su-
pernatural entities
and find a way to
profit from their
power
● Motive: A desire for
wealth and recognition
● Nemesis: Hunters who
see her as a threat to hu-
manity

detective jack parker


● Concept: Streetwise Detective
● Skills: Investigation, Intimidation
● Frailty: Alcoholism
● Gear: Handgun, Badge
● Goal: To solve supernatural crimes and bring the per-
petrators to justice
● Motive: A sense of duty and a desire to protect the city
he loves
● Nemesis: Corrupt colleagues who want to keep their
wrongdoings covered up

blake sinclair
● Concept: Vengeful Survivor
● Skills: Survival, Combat
● Frailty: Trauma
● Gear: Shotgun, Backpack
● Goal: To eliminate supernatural threats in retribution
for a tragedy they suffered
● Motive: Anger and a desire for revenge
● Nemesis: Cultists who see them as a threat to their
plans

horror 157
lilith dubois
● Concept: Mystical Cultist Leader
● Skills: Knowledge of supernatural rituals, Persuasion
● Frailty: Arrogance
● Gear: Ancient tome, Dagger
● Goal: To bring forth a supernatural entity and achieve
ultimate power
● Motive: A belief in the superiority of the supernatural
and a desire for control
● Nemesis: Hunters who seek to stop her cult

mayor maria ortiz


● Concept: Political Corrupt
● Skills: Manipulation, Public speaking
● Frailty: Greed
● Gear: Smartphone, Briefcase
● Goal: To maintain control over the city and protect her
own interests
● Motive: A desire for wealth and power
● Nemesis: Vigilante groups who want to expose her cor-
ruption

marcus "the butcher" taylor


● Concept: Sadistic Bandit
● Skills: Combat, Intimida-
tion
● Frailty: Bloodlust
● Gear: Machete, Brass
knuckles
● Goal: To terrorize
and prey on vulner-
able survivors
● Motive: A thrill for
violence and a de-
sire for wealth
● Nemesis: Survivors
who band together to
fight back against his
attacks

158 loner complete


creatures
shadow fiend
● Concept: Stealthy Demon
● Skills: Invisibility, Intan-
gibility
● Frailty: Vulnerability
to holy light
● Gear: None
● Goal: To possess
and corrupt the liv-
ing
● Motive: A desire to
spread chaos and
destruction
● Nemesis: Holy warriors
who seek to exorcise the
fiends

infected
● Concept: Contagious Zombie
● Skills: Durability, Hunger
● Frailty: Vulnerability to headshots
● Gear: None
● Goal: To spread the virus and convert the living
● Motive: Instinct to spread the virus and protect the
horde
● Nemesis: Survivors who seek to eliminate the threat

cultist
● Concept: Fanatical Human
● Skills: Knowledge of supernatural rituals, Persuasion
● Frailty: Vulnerability to physical harm
● Gear: Dagger, Robes
● Goal: To bring forth supernatural entities and achieve
power
● Motive: Belief in the superiority of the supernatural and
a desire for control
● Nemesis: Hunters who seek to stop their cult

horror 159
specter
● Concept: Ethereal Ghost
● Skills: Intangibility, Possession
● Frailty: Vulnerability to spiritual artifacts
● Gear: None
● Goal: To torment and possess the living
● Motive: Resentment and a desire for revenge
● Nemesis: Mediums who can banish the specters

werebeast
● Concept: Brutal Lycanthrope
● Skills: Transformation,
Strength
● Frailty: Vulnerability
to silver
● Gear: None
● Goal: To hunt and
kill the living
● Motive: Instinct to
hunt and protect
the pack
● Nemesis: Hunters
who seek to eliminate
the threat

vampiric noble
● Concept: Aristocratic Vampire
● Skills: Manipulation, Immortality
● Frailty: Vulnerability to sunlight
● Gear: None
● Goal: To maintain power and control over their coven
● Motive: A desire for wealth and influence
● Nemesis: Vampire hunters who seek to eliminate their
kind

160 loner complete


locations
the haunted hotel
● A once luxurious hotel that has fallen into disrepair.
● The rooms are filled with the remnants of the past, and
the air is thick with an eerie energy.
● Possible encounters: Specter, Cultist, Reclusive Million-
aire, Caretaker with a dark past, Guest with a haunted
legacy, Bellhop with a sinister motive

the cursed woods


● A dense forest known for strange occurrences and dis-
appearances.
● The trees are twisted and the air is thick with an eerie
energy.
● Possible encounters: Werebeast, Shadow Fiend, Witch,
Lost Hiker, Hermit with dark knowledge, Park Ranger
with a hidden agenda

the old mansion


● A grand and sprawling estate that has fallen into disre-
pair.
● The rooms are filled with antique furnishings and the
air is heavy with the scent of decay.
● Possible encounters: Vampiric Noble, Specter, Cultist,
Reclusive Millionaire, Caretaker with a dark past, Inheri-
tor with a haunted legacy

the dilapidated cemetery


● A sprawling graveyard filled with crumbling head-
stones and overgrown with weeds.
● The air is heavy with the scent of decay and the wind
whispers through the trees.
● Possible encounters: Specter, Cultist, Grave Robber,
Caretaker with a dark secret, Mourner with a sinister
motive, Priest with a haunted past

the isolated research facility


● A top-secret laboratory hidden deep in the wilderness.
● The halls are sterile and the air is thick with the smell of
chemicals.
● Possible encounters: Infected, Mad Scientist, Security
Guard with a hidden agenda, Janitor who knows too
much, Researcher with a dark past, Technician with a
haunted conscience

horror 161
the abandoned asylum
● A once grand institution that has been left to decay.
● The halls are dark and filled with the sounds of ghostly
whispers.
● Possible encounters: Specter, Cultist, Mad Doctor,
Nurse with a dark secret, Patient with a haunted past,
Janitor who knows too much

162 loner complete


adventure seeds
D66 Adventure
The protagonist discover that the local town is being
plagued by strange disappearances. They must in-
11
vestigate to find out what is causing them and put a
stop to it.
The protagonist are hired to investigate a strange oc-
12 currence at the Abandoned Hospital, where patients
are suddenly dying without explanation.

The protagonist stumble upon a cursed object in the


13 Cursed Woods and must find a way to break the
curse before it's too late.

The protagonist are hired to investigate a series of


14 mysterious murders at the Old Mansion, where all of
the victims have been drained of their blood.

The protagonist discover that the Isolated Research


Facility has been conducting unethical experiments
15
on human subjects. They must stop the experiments
and free the subjects.
The protagonist are hired to investigate strange oc-
16 currences at the Abandoned Asylum, where patients
are reporting that they're being haunted by ghosts.
The protagonist discover that the Haunted Hotel is
haunted by the ghosts of its former guests. They
21
must uncover the truth behind the hauntings and
put the spirits to rest.
The protagonist are contacted by an NPC for help in
22 discovering the truth behind the sudden appear-
ance of Infected in the town.
The protagonist must stop a cult from performing a
23 ritual in the Cursed Woods that will summon a pow-
erful evil.
The protagonist must uncover the truth behind the
24 strange disappearances in the Old Mansion and put
a stop to the culprit.
The protagonist must prevent the Specter from
25 claiming any more victims in the Dilapidated Ceme-
tery.
The protagonist must rescue a captive from the
26
clutches of the Cultist in the Abandoned Asylum.

horror 163
D66 Adventure

The protagonist must find and defeat the Werebeast


31
that has been terrorizing the Cursed Woods.

The protagonist must put an end to the Shadow


32
Fiend's reign of terror.

The protagonist are hired by a wealthy collector to


33
retrieve a cursed painting from a haunted mansion.

A dangerous creature is loose in the city, and The


34 protagonist must track it down before it causes
more damage.

A group of survivors have taken refuge in an old


church, but they are being hunted by a pack of
35
werewolves. The protagonist must help protect the
survivors and find a way to defeat the werewolves.

A mad scientist is conducting experiments on the


36 living dead, and The protagonist must put an end to
their twisted research.
The protagonist are hired by a paranormal investiga-
41 tion team to uncover the secrets of an abandoned
insane asylum.
A powerful voodoo priest is using dark magic to con-
trol the minds of the city's residents. The protagonist
42
must find a way to break the spell and restore order
to the city.

A powerful psychic is causing mayhem in the city,


43 and The protagonist are hired by a local crime boss
to bring the individual under control.
A mysterious substance has been leaking into the
city's water supply, causing strange mutations in
44 wildlife and humans alike. The protagonist are
tasked with finding the source of the contamination
and stopping it.
A cult is attempting to summon a powerful demon,
45 and The protagonist must infiltrate their stronghold
and prevent the ritual from being completed.

A mysterious stranger contacts The protagonist,


46 claiming to have information about a long-forgotten
artifact with the power to end the world.

164 loner complete


D66 Adventure
The protagonist are hired to escort a group of re-
51 searchers into the abandoned hospital to uncover
the secrets of the patient zero.
An ancient and powerful ghost has been awakened
52 and is terrorizing the city. The protagonist must find
a way to lay the ghost to rest before it's too late.
A mysterious disease is spreading through the city,
53 and the protagonist must find the cure before it's
too late.
A powerful demon has taken over an abandoned
54 prison, and the protagonist must defeat it to free the
captive souls.
A haunted carnival has come to town, and the pro-
55 tagonist must uncover the dark secrets behind the
attractions.

The protagonists are hired by a wealthy collector to


56
retrieve a lost artifact that is said to be cursed.

A serial killer is on the loose, and the protagonist


61
must track them down before they strike again.

A group of survivors have taken refuge in a remote


cabin, but they are being stalked by a creature from
62
the forest. The protagonists must help protect the
survivors and defeat the creature.
An ancient tomb has been uncovered, and the pro-
63 tagonist must explore its dark passages to find the
treasure within.

A powerful sorcerer is using dark magic to control


the minds of the city's residents. The protagonists
64
must find a way to stop them and restore order to
the city.

The protagonists are hired to investigate a series of


65
strange disappearances in a remote town.

A haunted ship has been spotted off the coast, and


66 the protagonist must explore its creepy halls to un-
cover its dark secrets.

horror 165
ACTION/
ADVENTURE
setting information ........................................................ 169
character traits .............................................................. 170
special rules ....................................................................... 174
factions ................................................................................ 175
npcs ......................................................................................... 177
creatures & foes............................................................... 179
locations .............................................................................. 181
adventure seeds ............................................................... 183

168 loner complete


setting information
● Time period: The action adventure genre can take
place in different time periods, ranging from ancient
history to the present day. Some popular time periods
include the 1930s and 1940s, and the present day.
● Location: The location of the game can vary greatly,
from remote jungles and deserts to busy cities and an-
cient ruins. Locations can be inspired by real-world lo-
cations or entirely fictional ones.
● Historical and cultural context: The setting of an action
adventure game can draw inspiration from real histori-
cal events, legends, and cultures. For example, the
game could feature references to ancient civilizations,
lost artifacts, and mysterious artifacts.
● Technology: Depending on the time period, the setting
may feature various levels of technology. For example,
in a game set in the 1930s, technology may be limited,
while a game set in the present day may feature ad-
vanced technology like smartphones and GPS.
● Political climate: The political climate of the setting can
also play a role in the game. For example, a game set in
a war-torn country might feature political and military
conflicts, while a game set in a peaceful country might
focus more on adventure and discovery.

action/adventure 169
concepts
character traits

1 2 3
Brave
1 Archaeologist
Daring Pilot Fierce Soldier

Fearless
2 Explorer
Deft Thief Tough Brawler

Daring Adven- Experienced


3 turer
Nimble Acrobat
Soldier

Battle
Bold Treasure
4 Hunter
Stealthy Thief Hardened
Veteran

Rugged
5 Survivalist
Master Pilot Elite Marksman

Tenacious Clever Con Brave Special


6 Researcher Artist Agent

4 5 6
Sharp-Eyed
1 Hunter
Skilled Hacker Witty Diplomat

Quick-Witted Resourceful Charismatic


2 Spy Mechanic Leader

Intrepid Bold
3 Skilled Tracker
Reporter Entrepreneur

Master Mastermind Artful


4 Strategist Hacker Negotiator

Stealthy Master Persuasive


5 Infiltrator Technician Orator

Skilled Master of Charismatic


6 Demolitionist Disguise Public Speaker

170 loner complete


skills

1 2 3

1 Acrobatics Archaeology Athletics

2 Cooking Deception Engineering

3 Forgery Gambling Geography

Knowledge of
4 Art
Languages Mechanics

5 Persuasion Photography Piloting

6 Swimming Tactics Technology

4 5 6

1 Boldness Climbing Combat

2 Equestrian First Aid Firearms

3 History Hunting Intimidation

4 Leadership Lockpicking Navigation

5 Tracking Traps Survival

Treasure Unarmed Weapon


6 Hunting Combat Mastery

action/adventure 171
frailties
1 2 3
Impulsive
1 Fear of heights decision Claustrophobia
making

Emotional
2 Fear of water Arrogance
vulnerability

Paranoia and Lack of combat


3 suspicion skills
Impaired vision

Impatience and Social


4 Fear of snakes
rashness awkwardness

Overprotective Easily
5 nature
Fear of insects
distracted

Vulnerability to Compulsive Claustrophobic


6 cold risk-taking spaces

4 5 6
Physical
1 Trust issues
weakness
Recklessness

Poor sense of Addiction


2 direction struggles
Fear of spiders

Gullibility and Vulnerability to


3 naivety fire
Overconfidence

Allergic reac- Fear of


4 tions darkness
Poor stamina

Technological Overly trusting


5 illiteracy nature
Fear of animals

Fear of loud Impaired Chronic


6 noises hearing self-doubt

172 loner complete


gear

1 2 3
Rope and Grap-
1 Combat Knife Pistols
pling Hook

2 Machete Shotgun Rope

3 Handgun Sniper Rifle Climbing Gear

4 Dagger Assault Rifle Parachute

5 Battle Axe Grenades Jetpack

6 Tomahawk Flamethrower Hang Glider

4 5 6

1 Bullwhip Binoculars First Aid Kit

2 Flashlight Compass Fire Starter

3 Radio Medkit Spare Clips

4 Lockpick Set Map Water Canteen

Night Vision
5 Flare Gun
Goggles
Energy Bars

6 Grappling Gun Survival Kit Pneumatic Drill

action/adventure 173
special rules
action points
When making a character 3 Action Points are granted. They
will not refresh until the end of the adventure and it is not
possible to get more during it. They represent the charac-
ter's available resources, including physical energy, knowl-
edge, and experience.

Action points can be spent to increase the chances of suc-


cess or to reduce the consequences of failure, ensuring au-
tomatic advantage regardless of the tags in play.

174 loner complete


factions
the adventurers' guild
● Concept: Fearless Explorers
● Skills: Archaeology, Athletics
● Frailty: Arrogance
● Gear: Ancient Map, Adventurer's Kit
● Goal: To uncover the secrets of history
● Motive: To gain wealth, fame, and prestige
● Nemesis: The Cult of the Mummy

the cult of the mummy


● Concept: Mystical Fanatics
● Skills: Religion, Stealth
● Frailty: Fanaticism
● Gear: Holy Symbol,
Ancient Scroll
● Goal: To worship
and bring back to
life a powerful an-
cient ruler
● Motive: To gain
power and control
● Nemesis: The Adven-
turers' Guild

the military expedition


● Concept: Trained Soldiers
● Skills: Warfare, Survival
● Frailty: Brutality
● Gear: Military Rations, Tent
● Goal: To claim the ancient artifacts for their country
● Motive: To gain power and prestige for their nation
● Nemesis: The Archaeologists' Society

action/adventure 175
the archaeologists' society
● Concept: Scholarly Re-
searchers
● Skills: Archaeology,
History
● Frailty: Greed
● Gear: Research
Equipment, Rare
Book
● Goal: To uncover
and preserve the
history and artifacts
of the past
● Motive: To gain knowl-
edge and recognition in
the academic world
● Nemesis: The Military Expedi-
tion

the treasure hunters


● Concept: Risk-Taking Mercenaries
● Skills: Traps, Climbing
● Frailty: Greed
● Gear: Pickaxe, Grappling Hook
● Goal: To find and claim valuable treasures
● Motive: To gain wealth and fame
● Nemesis: The Guardians of the Temple

the guardians of the temple


● Concept: Devout Protectors
● Skills: Religion, Defense
● Frailty: Zealotry
● Gear: Holy Water, Temple Key
● Goal: To protect the sacred temple and its secrets
● Motive: To uphold their religious beliefs
● Nemesis: The Treasure Hunters

176 loner complete


npcs
professor archibald smith
● Concept: Eccentric Archaeologist
● Skills: History, Survival
● Frailty: Impulsive
● Gear: Ancient Map, Worn Out Satchel
● Goal: Discover the Lost City of Gold
● Motive: Fame and Fortune
● Nemesis: Treasure Hunters

captain rafael rodriguez


● Concept: Smuggler Captain
● Skills: Navigation, Stealth
● Frailty: Greed
● Gear: Old Compass, Pistol
● Goal: Find the Hidden Treasure
● Motive: Wealth
● Nemesis: Police, Treasure Hunters

dr. victoria jones


● Concept: Adventurer
Doctor
● Skills: Medicine, Sur-
vival
● Frailty: Brave to a
Fault
● Gear: First Aid Kit,
Machete
● Goal: Find the Lost
Temple of Healing
● Motive: Discovery
and Adventure
● Nemesis: Local Bandits

action/adventure 177
ahmed al-faris
● Concept: Wealthy Art Collector
● Skills: Appraisal, Persuasion
● Frailty: Arrogant
● Gear: Art Catalogue, Pocket Watch
● Goal: Acquire the Rarest Artifacts
● Motive: Prestige
● Nemesis: Archaeologists, Art Thieves

agent x
● Concept: Secret Agent
● Skills: Espionage, Marksmanship
● Frailty: Paranoid
● Gear: Disguise Kit, Pistol
● Goal: Stop the evil organization from obtaining the arti-
fact
● Motive: Duty
● Nemesis: Evil Organization

jacques marceau
● Concept: Art Thief
● Skills: Pickpocketing,
Stealth
● Frailty: Coward
● Gear: Grappling
Hook, Lockpicks
● Goal: Steal the
Priceless Artifacts
● Motive: Wealth
● Nemesis: Police, Art
Collectors

178 loner complete


creatures & foes
mummy lord
● Concept: Ancient Ruler
● Skills: Unnatural Dura-
bility, Knowledge of
Ancient Relics
● Frailty: Weakened
by Holy Water
● Gear: Hieroglyphic-
covered Scepter,
Mummy Wrappings
● Goal: Reclaim Lost
Kingdom
● Motive: Unwavering
Loyalty to Pharaoh
● Nemesis: Archaeolo-
gists, Treasure Hunters

savage gorilla
● Concept: Brutal Primates
● Skills: Superhuman Strength, Animal Instincts
● Frailty: Easily Enraged
● Gear: Razor-Sharp Claws, Strong Teeth
● Goal: Protect Terrain and Mate
● Motive: Instinctual Preservation
● Nemesis: Intruders, Poachers

ravenous crocodile
● Concept: Voracious Reptile
● Skills: Ambush, Endurance
● Frailty: Slow Movement on Land
● Gear: Powerful Jaws, Scaly Armor
● Goal: Satisfy Hunger
● Motive: Pure Carnivorous Nature
● Nemesis: Prey, Hunters

action/adventure 179
shadow hitman
● Concept: Stealthy Assassin
● Skills: Stealth, Precision
● Frailty: Afraid of Light
● Gear: Poisoned Daggers, Shadow Cloak
● Goal: Complete Contracts
● Motive: Financial Gain
● Nemesis: Targets, Authorities

fire elemental
● Concept: Fiery Elementals
● Skills: Pyrotechnics, Im-
munity to Fire
● Frailty: Weak to Water
● Gear: Flaming
Sword, Ignition Ring
● Goal: Spread Fire
● Motive: Instinctual
Desire for Chaos
● Nemesis: Water El-
ementals, Firefight-
ers

ice golem
● Concept: Frosty Construct
● Skills: Immense Strength, Im-
mune to Cold
● Frailty: Weak to Heat
● Gear: Frozen Club, Frosty Chain
● Goal: Guard Ice Caves
● Motive: Created to Serve
● Nemesis: Adventurers, Fire Elementals

180 loner complete


locations
temple of the sun
● A long-forgotten temple in the jungle, said to hold
powerful ancient artifacts.
● Booby-trapped halls and secret chambers filled with
puzzles and obstacles.
● Possibile encounters: Mummies, Raiders, Cultists,
Traps, Hidden treasures.

lost city of gold


● A mythical city said to be made of solid gold, hidden
deep in the jungle.
● Adventurers from all over the world have been search-
ing for it for centuries.
● Possibile encounters: Bandits, Jungle creatures,
Cursed ruins, Ancient guardians.

amazonian marketplace
● A bustling marketplace at the heart of the jungle,
where many cultures meet and trade.
● Offers a wide range of exotic goods and services, but
also attracts shady characters.
● Possibile encounters: Merchants, Traders, Smugglers,
Con artists, Street performers.

the lost expedition


● A camp of a failed expedition into the jungle, aban-
doned for years.
● Rumors say that the members of the expedition were
searching for a powerful artifact.
● Possibile encounters: Skeletons, Ghost, Possessed
relic, Hidden diary, Treasure map.

the lost temple


● A temple in the jungle dedicated to a powerful deity,
hidden away from the world.
● The temple is said to grant immense power to those
who can solve its challenges.
● Possibile encounters: Mystical guardians, Ancient puz-
zles, Hidden chambers, Divine visions.

action/adventure 181
the amazonian river
● A wide and powerful river that runs through the heart
of the jungle.
● It's a lifeline for many of the communities living in the
jungle, but also a dangerous place.
● Possibile encounters: River pirates, Giant snakes,
Rapids, Mysterious ruins, Trading vessels.

182 loner complete


adventure seeds
D66 Adventure

The discovery of an ancient artifact leads to a race


11 against time to prevent it from falling into the wrong
hands.

An expedition to a remote jungle uncovers a lost civi-


12 lization, but also attracts the attention of dangerous
mercenaries.

A desperate search for a cure to a deadly disease


13 leads the protagonist to a hidden lab in a remote
desert.

The hunt for a legendary pirate treasure takes the


14 protagonist on a dangerous journey across the
ocean.

A heist on a high-security museum leads to the dis-


15
covery of a secret passage to an underground city.

A scientist hires the protagonist to retrieve a stolen


16 formula from a rival research team in a dangerous
city.

An assassination attempt on a world leader leads the


21 protagonist on a globe-trotting mission to uncover a
dangerous conspiracy.

A lost city in the middle of the Amazon jungle is dis-


22 covered, but it's protected by deadly traps and an-
cient guardians.

The protagonist must race against time to stop a


23 mad scientist from unleashing a dangerous virus on
a major city.

A wealthy business magnate hires the protagonist to


24
recover a stolen prototype from a rival company.

The search for a missing colleague leads the protag-


25 onist to a secret research facility hidden in the Hi-
malayan Mountains.

An old map leads the protagonist to an island in the


26 Pacific Ocean, but they soon discover they're not the
only ones searching for treasure.

action/adventure 183
D66 Adventure

The protagonist must sneak into a heavily fortified


31 compound to rescue a captive scientist before
they're executed.
A mysterious object found at a crash site leads the
32 protagonist on a journey to discover its extraterres-
trial origins.

A wealthy collector hires the protagonist to retrieve a


33
rare artifact from a heavily guarded castle.

A routine survey mission in the Antarctic leads to the


34
discovery of a massive underground cave system.

The protagonist must navigate a dangerous


35 labyrinth to reach the hidden temple of an ancient
deity.

A desperate search for a missing heirloom leads the


36 protagonist on a globe-trotting adventure through
dangerous territory.

A routine archaeological dig turns deadly when the


41
protagonist uncovers a cursed artifact.

The protagonist is hired to retrieve a powerful


42
weapon from a heavily guarded military base.

A long-lost manuscript leads the protagonist to a


43
hidden library guarded by deadly traps.

The protagonist must infiltrate a secret under-


44
ground bunker to recover valuable research data.

A rogue agent with knowledge of top-secret infor-


45 mation goes missing, and the protagonist is tasked
with finding them before they're caught.

The protagonist must navigate a maze of tunnels to


46 reach an underground city hidden beneath the
desert.

184 loner complete


D66 Adventure

A dangerous rogue operative with access to sensi-


51 tive information must be captured before they can
sell it to the highest bidder.

The protagonist is hired to escort a VIP through dan-


52 gerous territory, but they soon discover that the VIP
is a wanted criminal.

A hidden temple guarded by dangerous cultists


53
must be infiltrated to recover a valuable artifact.

A heist to steal a rare gem from a heavily guarded


54 museum goes wrong, and the protagonist must
fight their way out.

The protagonist must navigate a dangerous mine-


55
field to reach a hidden laboratory in the mountains.

A wealthy recluse hires the protagonist to retrieve a


56
lost artifact from a dangerous island.

The protagonist must infiltrate a dangerous crime


61
syndicate to rescue a hostage.

A routine exploration of a remote island turns deadly


62
when the protagonist is attacked by a giant monster.

A terrorist plot to blow up a major city must be


63
stopped before it's too late.

The protagonist is hired to retrieve a stolen proto-


64
type from a heavily guarded research facility.

Discover a lost temple in the jungle, but beware of


65
the traps and guardians within.

Race against time to recover a powerful artifact be-


66
fore it falls into the wrong hands.

action/adventure 185
SPY
setting information ........................................................ 189
character traits .............................................................. 190
special rules ....................................................................... 194
factions ................................................................................ 195
npcs ......................................................................................... 197
foes ......................................................................................... 199
locations .............................................................................. 201
adventure seeds ...............................................................202

188 loner complete


setting information
● The time period for a spy adventure pack could vary
depending on the specific subgenre, but it could be set
during the Cold War, the World War II era, or the
present day.
● The setting could be a specific country or region, such
as the United States, Russia, Europe, or the Middle East.
The locations could include both real and fictional
places.
● The setting could include information about the vari-
ous espionage organizations that exist in the world of
the game, such as the CIA, MI6, KGB, Mossad, or other
fictional agencies. This could include their goals, meth-
ods, and relationships with other organizations.
● The setting could include information about the tech-
nology available to the characters in the game, such as
weapons, surveillance equipment, communication de-
vices, and transportation. This could vary depending on
the time period and location.

spy 189
concepts
character traits

1 2 3

1 Cunning Agent Fearless Hero Wily Mercenary

2 Resourceful Spy Elite Soldier Skilled Thief

Nefarious Mas-
3 Daring Explorer Sharpshooter
termind

Honorable Experienced
4 Ruthless Pirate
Samurai Tracker

Vigilante Sleazy Infor- Adventurous


5 Avenger mant Archaeologist

Mysterious Dashing Swash- Cold-blooded


6 Stranger buckler Killer

4 5 6

1 Grizzled Vet Reckless Rogue Steely Cop

Streetwise Tenacious
2 Deadly Assassin
Thug Detective

Stealthy Ruthless Charismatic


3 Infiltrator Enforcer Con Artist

Sneaky Arrogant Merciless


4 Saboteur Adventurer Bounty Hunter

Renegade Intrepid Smuggler


5 Outlaw Reporter Kingpin

Canny Unforgiving
6 Wild Gunslinger
Smuggler Hitman

190 loner complete


skills

1 2 3

1 Acrobatics Brawling Computers

2 Hacking History Intimidation

3 Navigation Networking Stealth

4 Survival Swimming Technology

Animal Han-
5 dling
Archaeology Artistry

6 Lockpicking Mechanics Photography

4 5 6

1 Demolitions Driving Firearms

2 Investigation Language Medicine

3 Persuasion Pilot Science

4 Thievery Tracking Diplomacy

5 Athletics Cryptography Espionage

6 Seduction Streetwise Strategy

spy 191
frailties
1 2 3

1 Alcoholic Arrogant Claustrophobic

2 Greedy Gullible Hot-tempered

3 Insomniac Jealous Kleptomaniac

4 Phobic (bugs) Pyromaniac Racist

5 Short-sighted Slow Stutterer

6 Vengeful Weak Wild

4 5 6

1 Cowardly Crippled Deaf

2 Hypochondriac Illiterate Insecure

3 Liar Lonely Paranoid

4 Sadistic Secretive Selfish

5 Superstitious Thin-skinned Ugly

6 Xenophobic Amnesiac Codependent

192 loner complete


gear

1 2 3

1 Tactical Knife Sniper Rifle Hacking Tool

2 Disguise Kit Microphone Bug Detector

Flashbang
3 Smoke Grenade
Grenade
Lockpick Set

Explosive Miniature
4 Watch
Hidden Blade
Drone

Wristwatch Thermal Vision Remote


5 Taser Goggles Explosive

Hidden
6 Stun Baton
Microphone
Spy Car

4 5 6

1 C4 Explosives Kevlar Vest Spy Camera

Night Vision
2 Goggles
Grappling Hook Smartwatch

3 Dart Gun Gas Mask Body Armor

4 EMP Device Climbing Gear Shotgun

Radio
Tranquilizer
5 Smoke Pellets
Gun Communica-
tion Device

6 Hidden Pistol Smart Glasses Portable Taser

spy 193
special rules
● Cover identities: The player must maintain their cover
identity while on missions, and risk exposure if they act
out of character. To maintain their cover, protagonist
must describe their actions in a way that is consistent
with their character's identity, and the Oracle will de-
termine whether or not they succeed. If a player acts
out of character, the Oracle may rule that their cover is
compromised, and they will face consequences.
● Interrogation: The player may be captured and interro-
gated, and must resist giving up important informa-
tion. When a player is captured and interrogated, they
must resist giving up important information by an-
swering questions in a way that is vague or misleading.
The Oracle will determine whether or not they are suc-
cessful in resisting interrogation based on their answer.
● Political tensions: The political climate is always shift-
ing, and the player may find themselves caught up in
the middle of a larger conflict. The player must navi-
gate these political tensions carefully, as their actions
may have consequences that extend beyond their im-
mediate mission. When the player takes actions that
affect the larger political situation, the Oracle will de-
termine the consequences of their actions based on
the range of possible answers.

194 loner complete


factions
the syndicate
● Concept: Ruthless criminals
● Skills: Deception, Intimidation
● Frailty: Greedy
● Gear: Guns, forged documents
● Goal: Profit
● Motive: Wealth and power
● Nemesis: Law enforcement agencies

the agency
● Concept: Government spies
● Skills: Stealth, Investigation
● Frailty: Overzealous
● Gear: Disguises, high-tech gadgets
● Goal: National security
● Motive: Protecting the country
● Nemesis: Enemy intelligence agencies

the brotherhood
● Concept: Shadowy orga-
nization
● Skills: Sabotage, Sur-
vival
● Frailty: Paranoid
● Gear: Poison, hid-
den blades
● Goal: Control of the
world
● Motive: Create a
new world order
● Nemesis: The Syndi-
cate

spy 195
the cult
● Concept: Fanatical believers
● Skills: Persuasion, Occultism
● Frailty: Zealotry
● Gear: Ritualistic items, sacrificial daggers
● Goal: Convert everyone to their belief
● Motive: The end justifies the means
● Nemesis: The Agency

the mercenaries
● Concept: Hired guns
● Skills: Combat, Tactics
● Frailty: Greed
● Gear: Assault rifles,
body armor
● Goal: Complete the
contract
● Motive: Money talks
● Nemesis: The high-
est bidder

the underground
● Concept: Resistance
fighters
● Skills: Guerilla warfare, Propa-
ganda
● Frailty: Fearful
● Gear: Homemade explosives, knives
● Goal: Overthrow the government
● Motive: Freedom from oppression
● Nemesis: The Agency

196 loner complete


npcs
sophia dubois
● Concept: Cunning socialite
● Skills: Deception, Persua-
sion
● Frailty: Greed
● Gear: Diamond
bracelet, Poisoned
ring
● Goal: To acquire
more wealth and
power
● Motive: Self-interest
● Nemesis: Her es-
tranged husband, a
wealthy businessman

jack zhang
● Concept: Master hacker
● Skills: Hacking, Electronics
● Frailty: Arrogance
● Gear: Laptop, High-tech gadgets
● Goal: To bring down corrupt corporations
● Motive: Justice
● Nemesis: The CEO of a powerful tech company

dmitri volkov
● Concept: Ruthless arms dealer
● Skills: Intimidation, Firearms
● Frailty: Paranoia
● Gear: Grenades, Assault rifle
● Goal: To become the most powerful arms dealer in the
world
● Motive: Greed
● Nemesis: An undercover CIA agent

spy 197
maria gutierrez
● Concept: Skilled assassin
● Skills: Stealth, Marks-
manship
● Frailty: Lack of em-
pathy
● Gear: Silenced pis-
tol, Throwing knives
● Goal: To eliminate
her targets with
precision and effi-
ciency
● Motive: Personal sat-
isfaction
● Nemesis: An Interpol
agent on her trail

william buchanan
● Concept: Veteran spy
● Skills: Espionage, Hand-to-hand combat
● Frailty: Alcoholism
● Gear: Disguises, Walther PPK
● Goal: To protect his country from threats, foreign and
domestic
● Motive: Patriotism
● Nemesis: A Russian spy who he thought was dead

suki kim
● Concept: Infiltrator
● Skills: Disguise, Linguistics
● Frailty: Impulsive
● Gear: Fake passports, Lockpicks
● Goal: To gather information on North Korean spies
● Motive: Revenge
● Nemesis: A high-ranking member of North Korea's in-
telligence agency.

198 loner complete


foes
blackmailers
● Concept: Ruthless Extortionists
● Skills: Persuasion, Intimidation
● Frailty: Arrogant
● Gear: Hidden recording devices, photos or videos
● Goal: Profit and power through blackmail
● Motive: Greed and ambition
● Nemesis: Law enforcement and ethical opposition

assassins
● Concept: Cold-Blooded Killers
● Skills: Stealth, Weapon Proficiency
● Frailty: Short-Sighted
● Gear: Silenced firearms, poisons, garrotes
● Goal: Elimination of targets
● Motive: Money or loyalty to a cause
● Nemesis: Bodyguards, law enforcement, or rival assas-
sins

hacker collective
● Concept: Digital Outlaws
● Skills: Hacking, Social Engi-
neering
● Frailty: Overconfidence
● Gear: Laptops, servers,
networking equip-
ment
● Goal: Information
gathering or disrup-
tion of systems
● Motive: Idealism or
profit
● Nemesis: Law en-
forcement and cyber
security forces

spy 199
mercenaries
● Concept: Guns for Hire
● Skills: Firearms Proficiency, Survival
● Frailty: Unreliable
● Gear: Assault rifles, grenades, body armor
● Goal: Contracted missions, typically involving violence
● Motive: Money or loyalty to a cause
● Nemesis: Counter-mercenary forces or rival mercenary
groups

smugglers
● Concept: Lawbreakers with Connections
● Skills: Stealth, Navigation
● Frailty: Overconfident
● Gear: Unmarked vehi-
cles, hidden compart-
ments, fake docu-
ments
● Goal: Transportation
of contraband
● Motive: Profit
● Nemesis: Law en-
forcement or rival
smugglers

double agents
● Concept: Deceptive
Spies
● Skills: Deception, Intelligence
Gathering
● Frailty: Risk-Taker
● Gear: Hidden cameras or recording devices, false iden-
tification
● Goal: Misleading opposing factions
● Motive: Money or ideology
● Nemesis: The faction being infiltrated or other factions
with conflicting interests.

200 loner complete


locations
the embassy
● The Embassy is a heavily guarded building in the heart
of the city that serves as the hub for all diplomatic ac-
tivity.
● Possibile encounters: Ambassador, Diplomatic Aides,
Local Security Personnel

the bazaar
● The Bazaar is a bustling marketplace filled with ven-
dors selling a variety of goods, both legal and illegal.
● Possibile encounters: Shady Merchant, Local Shop-
keeper, Black Market Dealer

the safe house


● The Safe House is a hidden location where operatives
can rest and regroup between missions.
● Possibile encounters: Handler, Technician, Undercover
Agent

the palace
● The Palace is the opulent residence of the ruling elite,
heavily fortified and guarded at all times.
● Possibile encounters: High Ranking Officials, Elite
Guards, Servants

the slums
● The Slums are a poverty-stricken area of the city where
crime and desperation run rampant.
● Possibile encounters: Homeless Person, Thug, Infor-
mant

the research facility


● The Research Facility is a high-tech laboratory where
cutting-edge technology is developed and tested.
● Possibile encounters: Scientist, Security Personnel,
Prototype Robot

spy 201
adventure seeds
D66 Adventure

A high-profile politician has been kidnapped, and


the protagonist is hired to rescue them. However,
11 they soon discover that the kidnappers are members
of a rival faction trying to undermine the politician’s
authority.

The protagonist is tasked with stealing a powerful


artifact from a rival faction’s headquarters. However,
12 they soon discover that the artifact is cursed and
must find a way to neutralize its effects before it’s
too late.

A mysterious creature has been spotted in the city,


attacking citizens and causing chaos. The protago-
13
nist is hired to track down the creature and elimi-
nate it before it causes more damage.

A member of one of the factions approaches the


protagonist with information about a secret meeting
14 between rival factions. They offer to pay the protago-
nist to attend the meeting and gather information
for them.

A group of rogue operatives from another organiza-


15 tion are causing trouble in the city, and the protago-
nist is tasked with putting a stop to their activities.

The protagonist is hired to escort a high-value target


across the city to a safe location, but they soon dis-
16
cover that the target is not who they seem and has a
hidden agenda.

A faction leader has gone missing, and the protago-


21 nist is tasked with finding them before their absence
causes chaos within the organization.

The protagonist is hired to infiltrate a rival faction’s


22 headquarters and plant false information to disrupt
their operations.

202 loner complete


D66 Adventure

A powerful sorcerer has taken up residence in the


city and is causing trouble. The protagonist is hired
23 to find and eliminate them, but soon discover that
the sorcerer is being controlled by an even more
powerful entity.

The protagonist is tasked with stealing a prototype


weapon from a rival faction’s research facility. How-
24
ever, they soon discover that the weapon has dan-
gerous and unpredictable side effects.

The protagonist is hired to track down a rogue agent


25 who has gone rogue and is selling information to the
highest bidder.

A mysterious disease is spreading throughout the


26 city, and the protagonist is tasked with finding the
source and developing a cure before it’s too late.

A group of terrorists have taken over a major land-


mark in the city and are threatening to destroy it un-
31
less their demands are met. The protagonist is hired
to infiltrate the building and neutralize the threat.

The protagonist is hired to provide security for a


32 high-profile event, but soon discover that there is a
plot to assassinate one of the attendees.

A group of criminals has taken over the city’s water


supply and is threatening to poison it unless their
33
demands are met. The protagonist is tasked with
stopping them before it’s too late.

A powerful artifact has been discovered in the city,


and rival factions are all vying to claim it for them-
34
selves. The protagonist is hired to retrieve the artifact
for their faction.

spy 203
D66 Adventure

A high-ranking member of a rival faction has de-


fected to the protagonist’ organization and is provid-
35
ing valuable information. However, they soon dis-
cover that the defector has ulterior motives.

The protagonist is hired to rescue a group of


hostages from a rival faction’s stronghold. However,
36
they soon discover that the hostages are not who
they seem and have their own agenda.

A group of mercenaries has been hired to disrupt a


41 major event in the city, and the protagonist is tasked
with stopping them.

A powerful artifact has been stolen from the protag-


42 onist’ faction, and they are tasked with tracking
down the thieves and retrieving it.

The protagonist is hired to provide security for a VIP


43 visiting the city, but soon discover that the VIP is be-
ing targeted by a rival faction.

A rogue agent has gone missing, and the protago-


44 nist is tasked with finding them before they can do
any damage.

A powerful creature is attacking the city, and the


45
protagonist is hired to eliminate it before it causes

A valuable asset has gone missing, and the team is


hired to track it down. However, they soon discover
46 that it’s not a simple case of theft, and they must
navigate a web of deceit and betrayal to find the
truth.

204 loner complete


D66 Adventure

A new faction has emerged in the city, and they’re


looking to take over. The team must decide whether
51
to join forces with them, or to try and take them
down before it’s too late.

A member of one of the factions is kidnapped, and


the team is tasked with finding and rescuing them.
52
But when they arrive at the location, they find that
things are not as they seem.

The team is hired to escort a valuable asset across


the city. But when they’re ambushed by a rival fac-
53
tion, they must fight to protect their charge and
complete their mission.

A wealthy collector hires the team to retrieve a rare


artifact from a dangerous location. But when they
54
arrive, they find that they’re not the only ones after
it.

The team discovers that a powerful new drug is be-


ing distributed throughout the city, and they’re
55
tasked with finding the source and putting a stop to
it.

A member of the team is framed for a crime they


56 didn’t commit, and they must clear their name be-
fore it’s too late.

spy 205
D66 Adventure

A group of rogue scientists have discovered a power-


ful new technology, and the team is hired to steal it.
61
But when they arrive, they find that the scientists
have already sold it to the highest bidder.

The team is hired to infiltrate a rival faction’s head-


quarters and gather information. But when they’re
62
discovered, they must fight to escape with their
lives.

A dangerous creature is on the loose in the city, and


63 the team is hired to track it down and capture it
alive.

A member of the team is kidnapped, and the kid-


nappers demand a ransom from the rest of the
64 team. But when they pay the ransom, they discover
that the kidnappers have no intention of letting their
teammate go.

The team is hired to steal a powerful new weapon


from a rival faction’s research facility. But when they
65 arrive, they find that the weapon has already been
activated, and they must stop it before it causes
widespread destruction.

A wealthy businessman hires the team to protect


him from a rival faction that’s trying to kill him. But
66
when they arrive, they discover that the business-
man is not who he seems.

206 loner complete


POST-
APOCALYPTIC

post-apocalyptic 207
setting information ........................................................209
character traits .............................................................. 210
special rules ....................................................................... 214
factions ................................................................................ 215
npcs ......................................................................................... 217
creatures ............................................................................. 219
locations .............................................................................. 221
abandoned military base ............................................... 221
adventure seeds ...............................................................222

208 loner complete


setting information
● This setting takes place 50 years after a catastrophic
event.
● The location is North America, specifically the Midwest
region of the United States.
● The cause of the Apocalypse was a sudden and mas-
sive solar flare caused widespread power outages and
destroyed much of the world's technology and infra-
structure.
● The population has been drastically reduced, and many
of the survivors have banded together in small com-
munities to share resources and protect themselves
from the dangers of the new world. Traditional societal
structures have broken down, and new power struc-
tures have emerged. Bartering and trade have become
the primary means of exchange, and the concept of
ownership has been redefined.
● Resources are scarce, and the survivors must scavenge
for food, water, and other necessities. Technology has
regressed to pre-industrial levels, but some relics of the
old world remain. The most valuable resources are fuel,
medicine, and clean water.

post-apocalyptic 209
concepts
character traits

1 2 3
Radiant
1 Wanderer
Savage Nomad Silent Sniper

Mechanical Shadowed
2 Engineer
Toxic Alchemist
Assassin

Ironclad
3 Deserted Medic Ghostly Specter
Guardian

Cyborg Stealthy Mysterious


4 Mercenary Infiltrator Oracle

Dystopian
Enigmatic
5 Cyberspace Druid
Plague Doctor
Hacker

Ruthless Relentless
6 Executioner
Exiled Leader
Survivalist

4 5 6

1 Ashen Outcast Feral Raider Cursed Shaman

Mutated Scavenging
2 Juggernaut Tinkerer
Lost Survivor

Reckless
3 Ravaged Bard
Renegade
Vengeful Ronin

Marauding Charismatic
4 Mad Scientist
Warlord Trader

Unhinged Arcane Weathered


5 Mechanic Gunslinger Tracker

Illusionist
6 Grim Reaper Cursed Knight
Trickster

210 loner complete


skills

1 2 3

1 Marksmanship Survival Instinct Scavenging

2 Melee Combat Archery Healing

3 Navigation Negotiation Tracking

4 Martial Arts Psychic Abilities Driving/Piloting

Bardic
5 Performance
Demolitions Infiltration

6 Herbalism Intimidation Espionage

4 5 6

1 Stealth Engineering Alchemy

2 Leadership Hacking Trapping

Animal
3 Lockpicking Explosives
Handling

Tactical Snares and


4 Planning Traps
Medicine

Cooking/
5 Foraging
Bartering Sabotage

Firearms
6 Shield Mastery Illusions
Proficiency

post-apocalyptic 211
frailties
1 2 3

1 Paranoia Addiction Claustrophobia

2 Cowardice Impulsiveness Greed

Speech
3 Insomnia
Impediment
Gullibility

Technological
4 Fear of Water
Ineptitude
Perfectionism

Gambler's
5 Agoraphobia
Addiction
Hoarding

Deep-seated
6 Superstition
Guilt
Social Anxiety

4 5 6

1 Recklessness Trust Issues Arrogance

Obsessive Com-
2 pulsive Disorder
(OCD)
Amnesia Chronic Pain

Post-Traumatic
3 Stress Disorder
(PTSD)
Pyromania Loneliness

Imposter
4 Bloodlust Chronic Illness
Syndrome

Radiation
5 Sickness
Fear of Heights Vengefulness

Motion
6 Fragile Bones
Sickness
Loss of Senses

212 loner complete


gear

1 2 3

1 Gas mask Crowbar Canteen

2 Pistol Backpack Binoculars

3 Shotgun Knife Machete

4 Sniper Net Hammer

5 Rifle Bandages Rations

6 Crossbow Armor First aid kit

4 5 6

1 Compass Sling Multitool

2 Leatherman Shovel Flashlight

3 Flare gun Rope Matches

4 Gasoline Crow Hatchet

5 Water jug Spikes Grenades

6 Whistle Map Walkie-talkie

post-apocalyptic 213
special rules
radiation exposure and effects
● Whenever a character is exposed to radiation, the
player must ask the Oracle to determine the level of ex-
posure.
● Depending on the severity of the exposure, the charac-
ter may suffer negative effects to their abilities or
health.
● If a character receives treatment for radiation exposure,
the player may roll again to determine the effective-
ness of the treatment.

limited resources and supplies


● Characters must keep track of their supplies, including
food, water, and ammunition.
● Whenever a character uses a resource, the player must
ask the Oracle to determine if the resource is ex-
pended.
● If a character runs out of a particular resource, they
may need to find more or come up with an alternative
solution.

faction conflicts and diplomacy


● Characters may encounter different factions with their
own agendas and goals.
● Whenever a character interacts with a faction, the
player must ask the Oracle to determine the faction's
response.
● Depending on the faction's disposition, they may be
hostile, neutral, or friendly towards the character.
● The player may use skills and equipment to influence
the faction's response.

214 loner complete


factions
the reapers- concept:
ruthless scavengers
● Skills: Scavenging, In-
timidation
● Frailty: Greed
● Gear: Rusty ma-
chetes, scrap armor
● Goal: To amass as
much wealth as
possible
● Motive: Survival at
all costs
● Nemesis: The Enclave

the enclave- concept:


survivors in a fortified
community
● Skills: Engineering, Leadership
● Frailty: Arrogance
● Gear: Reinforced walls, advanced weapons
● Goal: To defend their community and rebuild society
● Motive: Hope for the future
● Nemesis: The Raiders

the raiders- concept: lawless bandits


● Skills: Stealth, Firearms
● Frailty: Impulsiveness
● Gear: Motorcycle gangs, homemade explosives
● Goal: To take what they want by force
● Motive: Power and control
● Nemesis: The Enclave

post-apocalyptic 215
the cult of the new dawn
● Concept: Apocalyptic zealots
● Skills: Religious knowledge, Persuasion
● Frailty: Fanaticism
● Gear: Robes, crude weapons
● Goal: To usher in a new age of enlightenment
● Motive: To find meaning in the apocalypse
● Nemesis: The Enclave

the scavengers' guild


● Concept: Organized scav-
engers
● Skills: Negotiation, Re-
source management
● Frailty: Greed
● Gear: Maps, metal
detectors
● Goal: To dominate
the scavenging
trade
● Motive: Profit and
self-interest
● Nemesis: The Enclave

the followers of the


wastes
● Concept: Environmentalists
● Skills: Survival, Medicine
● Frailty: Naivety
● Gear: Gas masks, Geiger counters
● Goal: To heal the land and restore balance
● Motive: To protect the natural world
● Nemesis: The Raiders

216 loner complete


npcs
"doc" sullivan
● Concept: Resourceful Medic
● Skills: First Aid, Surgery
● Frailty: Arrogant
● Gear: Medical Sup-
plies, Knife
● Goal: Establish a
Clinic
● Motive: Help the
Sick and Injured
● Nemesis: Rival
Medic "Sawbones"
Mcgee

"crazy" eddie
● Concept: Demolitions Ex-
pert
● Skills: Explosives, Engineering
● Frailty: Reckless
● Gear: Explosives, Grenades
● Goal: Destroy the Dam
● Motive: Seeking Revenge for Past Injustices
● Nemesis: Town Sheriff "Big Jim" Dalton

"whiskey" jack
● Concept: Trader
● Skills: Barter, Persuasion
● Frailty: Alcoholic
● Gear: Goods for Trading, Shotgun
● Goal: Find a Safe Haven
● Motive: Profit and Self-Preservation
● Nemesis: Bandit Leader "Snake Eyes" Davis

post-apocalyptic 217
"red" roberts
● Concept: Bounty Hunter
● Skills: Tracking, Marks-
manship
● Frailty: Hot-Headed
● Gear: Handgun,
Handcuffs
● Goal: Catch the
Outlaws
● Motive: Justice and
Money
● Nemesis: Wanted
Outlaw "Black Bart"
Johnson

"slim" reynolds
● Concept: Scavenger
● Skills: Stealth, Survival
● Frailty: Paranoid
● Gear: Binoculars, Crowbar
● Goal: Find the Lost Vault
● Motive: Greed and Adventure
● Nemesis: Raider Boss "Mad Dog" Smith

"gunner" jackson
● Concept: Mercenary
● Skills: Heavy Weapons, Tactics
● Frailty: Greedy
● Gear: Minigun, Armor
● Goal: Protect the Settlement
● Motive: Payment and Glory
● Nemesis: Mutant Warlord "Scorcher" Jones

218 loner complete


creatures
irradiated coyote
● Concept: Mutated predator
● Skills: Stealth, Agility
● Frailty: Weak immune system
● Gear: Sharp claws, heightened senses
● Goal: Hunt and scavenge for food
● Motive: Survival and reproduction
● Nemesis: Hunters and larger predators

rustling beetle
● Concept: Metallic scavenger
● Skills: Digging, Durability
● Frailty: Slow movement
● Gear: Rusty armor, sharp mandibles
● Goal: Gather and consume metal scraps
● Motive: Survival and expansion of territory
● Nemesis: Rust storms and large predators

fungal abomination
● Concept: Mutated plant
monster
● Skills: Poison, Regen-
eration
● Frailty: Slow move-
ment
● Gear: Spores, acidic
sap
● Goal: Spread and
infect other organ-
isms
● Motive: Survival and
proliferation
● Nemesis: Fire and ex-
treme cold

post-apocalyptic 219
sludge crawler
● Concept: Toxic amphibian
● Skills: Swimming, Poison
● Frailty: Fragile skin
● Gear: Slimy mucus, sharp teeth
● Goal: Feed on small creatures and organic waste
● Motive: Survival and reproduction
● Nemesis: Large predators and pollution

scrapyard scorpion
● Concept: Mechanized arach-
nid
● Skills: Armor, Scanning
● Frailty: Electrical in-
terference
● Gear: Heavy pincers,
metal exoskeleton
● Goal: Collect and
hoard valuable
technology
● Motive: Survival and
collection
● Nemesis: EMPs and
other scavengers

chattering rat
● Concept: Unusually intelligent rodent
● Skills: Stealth, Thievery
● Frailty: Fragile bones
● Gear: Sharp teeth, dexterous hands
● Goal: Steal and hoard valuable resources
● Motive: Survival and collection
● Nemesis: Traps and larger predators

220 loner complete


locations
abandoned military base
● A former military installation that has been abandoned
since the apocalypse.
● Contains weapons, ammunition, and other supplies
that are highly sought after by survivors and factions.
● Possible encounters: Raiders, scavengers, military
remnants

oasis springs
● A natural spring that has become a hub for trade and
commerce.
● Surrounded by lush vegetation and fertile soil, provid-
ing a source of fresh produce.
● Possible encounters: Traders, farmers, water thieves

the iron citadel


● A fortress built by a powerful faction to defend against
outside threats.
● Heavily fortified with walls, watchtowers, and armed
guards.
● Possible encounters: Faction soldiers, prisoners, mer-
cenaries

the dead zone


● An area of land that was heavily affected by the solar
flare and is now completely barren and lifeless.
● Highly radioactive and dangerous to enter.
● Possible encounters: Mutated creatures, scavengers,
cultists

the underground city


● A network of tunnels and caverns that was used by sur-
vivors to escape the chaos on the surface.
● Contains makeshift living quarters, workshops, and a
black market.
● Possible encounters: Smugglers, traders, outcasts

the red forest


● A forest that was stained red by the radioactive fallout
from the solar flare.
● Contains mutated flora and fauna, as well as valuable
resources.
● Possible encounters: Mutated creatures, scavengers,
botanists
post-apocalyptic 221
adventure seeds
D66 Adventure

The Reapers have discovered a hidden cache of ad-


vanced technology within the Abandoned Military
11 Base. They plan a raid to retrieve the valuable
weapons, and the protagonist must either join or
stop them.

"Doc" Sullivan needs the protagonist's help to secure


medical supplies from a dangerous area infested
12
with Irradiated Coyotes. They must protect him while
he gathers the necessary resources.

The Raiders have kidnapped a prominent member


of the Scavengers' Guild. The protagonist is tasked
13
with negotiating a trade for their release or mount-
ing a rescue mission.

The Cult of the New Dawn plans to contaminate Oa-


sis Springs with toxic chemicals. The protagonist
14
must prevent the poisoning and find evidence of the
cult's involvement.

"Crazy" Eddie intends to blow up the Dam, flooding


the valley below. The protagonist must stop him be-
15
fore it's too late, dealing with his explosive traps and
followers along the way.

The Enclave has sent a distress signal from the Iron


Citadel. The protagonist must investigate and dis-
16
cover if it's a genuine emergency or a trap set by
their enemies.

"Whiskey" Jack hires the protagonist as a bodyguard


for a dangerous journey through the Dead Zone to
21
deliver a rare artifact to a wealthy collector in a dis-
tant settlement.

The Followers of the Wastes seek assistance in gath-


22 ering rare herbs from the Red Forest to create a cure
for a deadly disease plaguing their community.

222 loner complete


D66 Adventure

The Scavengers' Guild accuses a rival group of steal-


ing their maps, leading to valuable resources. The
23
protagonist must find the truth and recover the
stolen goods.

"Red" Roberts has been tracking the elusive outlaw


"Black Bart" Johnson. The protagonist must assist
24
him in capturing or eliminating Johnson, navigating
treacherous terrain and avoiding Johnson's gang.

"Slim" Reynolds possesses a mysterious map hinting


at the location of a legendary Vault rumored to con-
25
tain vast riches. The protagonist accompanies him
on a perilous journey to uncover the truth.

The Enclave enlists the protagonist to defend Oasis


Springs from a large-scale Raider attack. They must
26
strategize defenses, recruit allies, and repel the in-
vaders.

The Cult of the New Dawn has infiltrated the Under-


ground City and plans to convert its inhabitants. The
31
protagonist must expose the cultists and prevent
their influence from spreading.

A group of Irradiated Coyotes has established a den


near a nearby settlement, posing a threat to the resi-
32
dents. The protagonist is hired to exterminate the
pack and secure the area.

The Raiders are attempting to seize control of Oasis


Springs' fresh water supply. The protagonist must
33
thwart their plans and ensure the precious resource
remains accessible to all.

The Scavengers' Guild offers a lucrative contract to


the protagonist to retrieve a rare piece of pre-apoca-
34 lypse technology from within the Abandoned Mili-
tary Base. They face numerous challenges, including
hostile security systems.

post-apocalyptic 223
D66 Adventure

The Followers of the Wastes need assistance in locat-


ing a hidden grove within the Red Forest, said to
35
contain the last surviving sample of unmutated
plant life.

The Enclave suspects a traitor within their ranks and


asks the protagonist to investigate. They must
36
gather evidence and uncover the mole's true alle-
giance.

"Doc" Sullivan's clinic is under attack by a group of


bandits seeking medical supplies. The protagonist
41
must defend the clinic and its patients, utilizing their
combat and healing skills.

"Crazy" Eddie's explosives accidentally trigger a col-


lapse within the Dam, threatening to flood the
42
nearby settlements. The protagonist has limited
time to repair the damage and avert disaster.

The Raiders capture an important NPC who pos-


sesses crucial information about the Enclave's de-
43 fenses. The protagonist must infiltrate the Raider
stronghold and rescue the captive before it's too
late.
The Scavengers' Guild hires the protagonist to nego-
tiate a trade agreement with a distant community
44 known for its valuable fuel reserves. They face
treacherous desert terrain and potential ambushes
along the way.

"Red" Roberts discovers a secret underground tun-


nel network used by the Raiders for smuggling oper-
45
ations. The protagonist joins him to sabotage the
tunnels and disrupt the Raiders' activities.

The Cult of the New Dawn plans to unleash a mas-


sive mutated creature from the Dead Zone, intend-
46 ing to use it as a symbol of their power. The protago-
nist must find a way to neutralize the threat before
chaos ensues.

224 loner complete


D66 Adventure

The Enclave dispatches the protagonist to establish


diplomatic relations with a nearby faction. They
51
must navigate through hostile territory and negoti-
ate a mutually beneficial alliance.

"Slim" Reynolds stumbles upon a hidden entrance to


an underground bunker within the Dead Zone. The
52
protagonist accompanies him on a journey to ex-
plore the vault's contents and face its challenges.

The Raiders target an important trade route passing


through the Red Forest, disrupting vital supply lines.
53 The protagonist must escort a convoy safely through
the dangerous territory and eliminate the Raider
threat.

The Scavengers' Guild uncovers a valuable artifact


within the Abandoned Military Base. However, rival
54 factions, including the Enclave, also lay claim to it.
The protagonist must secure the artifact while navi-
gating complex political dynamics.

The Followers of the Wastes discover a group of mu-


tated creatures within the Red Forest that display
55 signs of increased intelligence. The protagonist must
investigate and determine if this poses a threat or an
opportunity.

The Enclave tasks the protagonist with retrieving ad-


vanced technology from an unexplored section of
56
the Underground City, encountering hidden dangers
and rival scavengers.

post-apocalyptic 225
D66 Adventure

"Doc" Sullivan receives a distress call from a remote


settlement plagued by a mysterious illness. The pro-
61 tagonist assists him in identifying the cause and
finding a cure before it spreads to other communi-
ties.

"Crazy" Eddie's explosive expertise is needed to


breach the defenses of a heavily fortified Raider
62 compound. The protagonist accompanies him on a
mission to eliminate the Raider threat once and for
all.

"Whiskey" Jack's past catches up with him as his for-


mer gang, led by "Snake Eyes" Davis, seeks revenge.
63
The protagonist must defend Jack and his newfound
allies in a desperate showdown.

"Red" Roberts discovers evidence of a secret Enclave


project involving illegal experimentation on mutated
64
creatures. The protagonist aids him in gathering
proof and exposing the project to the public.

The Raiders have kidnapped an important Enclave


diplomat, threatening to execute them publicly. The
65
protagonist must infiltrate the Raider camp and res-
cue the hostage while avoiding detection.

The protagonist stumbles upon an ancient pre-apoc-


alyptic research facility hidden within the Iron
66 Citadel. They must navigate its treacherous corridors
and unravel the mysteries left behind by its previous
inhabitants.

226 loner complete


PIRATES

pirates 227
setting information ........................................................229
character traits ..............................................................230
special rules ....................................................................... 234
factions ................................................................................236
npcs .........................................................................................238
creatures .............................................................................240
locations .............................................................................. 242
adventure seeds ............................................................... 244

228 loner complete


setting information
● The setting takes place during the Golden Age of
Piracy, which was roughly between the late 17th cen-
tury and the early 18th century.
● The game is set in the Caribbean Sea, with the main lo-
cations being various islands and coastal towns in the
region.
● The political landscape of the Caribbean is highly frag-
mented, with various European colonial powers vying
for control of the region, as well as independent pirate
factions.
● Due to the lack of strong centralized authority, piracy
has become a major problem in the Caribbean, with
many pirates preying on merchant ships and coastal
towns for loot and plunder.
● The culture of the Caribbean is heavily influenced by
African, European, and indigenous peoples, and players
can expect to encounter a wide variety of cultures and
languages in the game.

pirates 229
concepts
character traits

1 2 3
Daring Cunning Fearless
1 Swashbuckler Scoundrel Buccaneer

Savage Charismatic Mysterious


2 Marauder Freebooter Privateer

Loyal Audacious Ambitious Sea


3 Quartermaster Raider Dog

Legendary Intrepid
4 Captain
Stealthy Siren
Explorer

Cunning Merciless
5 Saboteur Blackguard
Astute Lookout

Daring Sea Courageous Enigmatic


6 Witch/Wizard First Mate Ghost Pirate

4 5 6
Enigmatic
1 Wise Navigator Agile Cutthroat
Corsair

Reckless Resourceful Ferocious


2 Renegade Smuggler Plunderer

Tenacious
Swift Cursed
3 Harpooner
Treasure
Buccaneer
Hunter

Ruthless Inspirational Dashing Pirate


4 Pillager Swashbuckler Prince/Princess

Fearless Feisty
5 Avenger
Wily Shipwright
Deckhand

Skilled Lucky
6 Bold Sea Rover
Cannonmaster Buccaneer

230 loner complete


skills

1 2 3

1 Swordsmanship Marksmanship Navigation

2 Thievery Sailing Swimming

3 Intimidation Cooking Healing

4 Negotiation Rope Skills Singing

5 Alchemy Fortune Telling Fishing

6 Linguistics Musician Knot-tying

4 5 6

1 Stealth Acrobatics Leadership

2 Survival Lockpicking Charm

3 Gunnery Cartography Tracking

Ship
4 Gambling
Maintenance
Shipbuilding

Weather
5 Blacksmithing Herbalism
Forecasting

Cannon Treasure
6 Tactics
Handling Hunting

pirates 231
frailties
1 2 3

1 Greed Hot-tempered Superstitious

Easily
2 Impulsive Vengeful
distracted

Reckless Prone to
3 gambler
Paranoia
seasickness

Fear of
4 Stubborn Guilt-ridden
authority

Phobia of
5 Nightmares Cursed
creatures

Easily swayed Imposter


6 by flattery
Impaired vision
syndrome

4 5 6

1 Fear of the sea Claustrophobia Overconfident

2 Trust issues Alcoholism Impatient

3 Arrogant Impoverished Fear of heights

4 Claustrophobia Loyal to a fault Perfectionist

5 Unlucky Gullible Insomniac

Addiction to Insecure about


Haunted by
6 rum or other
substances
physical ap-
pearance
past mistakes

232 loner complete


gear

1 2 3

1 Cutlass Flintlock Pistol Spyglass

Throwing
2 Treasure Map
Knives
Blunderbuss

3 Healing Salve Smoke Bomb Harpoon

4 Cannonball Lockpicks Lantern

Pouch of Gold Barrel of


5 Ship's Wheel
Coins Gunpowder

6 Scimitar Sextant Pirate Ship

4 5 6

1 Grappling Hook Compass Rope

Poisoned
2 Dagger
Telescope Net

3 Tricorn Hat Leather Armor Bandana

Spy's Disguise
4 Rum Barrel Fishing Net
Kit

Navigation
5 Healing Potion
Tools
Jolly Roger Flag

6 Ship's Anchor Diving Bell Wooden Leg

pirates 233
special rules
ship combat
During ship-to-ship combat, players will make maneuvers,
attempt to board enemy vessels, and fire cannons at their
opponents.

● No and: The player successfully completes their ma-


neuver, boards the enemy ship, and fires their cannons,
dealing heavy damage.
● No: The player fails to complete their maneuver, and
takes damage from enemy cannon fire.
● No, but: The player completes their maneuver, but fails
to board the enemy ship or fire their cannons effec-
tively.
● Yes, but: The player completes their maneuver and
fires their cannons, but takes damage from enemy fire
or is unable to board the enemy ship.
● Yes: The player completes their maneuver and deals
damage with their cannons.
● Yes, and: The player successfully completes their ma-
neuver, boards the enemy ship, and fires their cannons
with deadly precision, dealing massive damage.

plunder
After a successful raid, players will divide up the loot and
manage crew morale based on the spoils of their victory.

● No and: The crew is overjoyed with the amount of loot


they receive, and morale is boosted significantly.
● No: The loot is divided up fairly, but morale remains
neutral.
● No, but: The loot is divided up, but some members of
the crew are unhappy with their share and morale
drops slightly.
● Yes, but: The crew is able to divide up the loot, but
morale is low due to the losses sustained during the
raid.
● Yes: The crew is able to divide up the loot and morale is
neutral.
● Yes, and: The loot is divided up fairly and the crew is
ecstatic, resulting in a significant morale boost.

234 loner complete


mutiny
When tensions are high aboard a ship, players may face
mutinies or leadership challenges that threaten to tear the
crew apart.

● No and: The mutiny is quashed, and the crew remains


loyal to the player. Morale is boosted as a result.
● No: The mutiny fails, but morale is low and the crew is
unhappy with the player's leadership.
● No, but: The mutiny fails, but some members of the
crew are still unhappy and morale drops slightly.
● Yes, but: The mutiny is successful, but the player is able
to regain control and avoid a total mutiny. Morale is low
and the crew is divided.
● Yes: The mutiny is successful, and the player is over-
thrown. A new leader takes over the ship.
● Yes, and: The mutiny is successful, and the player is
overthrown. However, the player is able to regain con-
trol with the help of a loyal crew member. Morale is
low, but the crew remains intact.

pirates 235
factions
the british royal navy
● Concept: Powerful Navy
force
● Skills: Navigation,
Marksmanship
● Frailty: Arrogance
● Gear: Cutlass, Pistol
● Goal: Establish con-
trol over the Carib-
bean Sea
● Motive: Protect
British interests and
trade routes
● Nemesis: Spanish Navy

the spanish navy


● Concept: Competent Navy force
● Skills: Seamanship, Boarding
● Frailty: Inflexibility
● Gear: Saber, Musket
● Goal: Assert Spanish dominance in the Caribbean
● Motive: Maintain control over valuable territories
● Nemesis: British Royal Navy

the french privateers


● Concept: Agile and daring privateers
● Skills: Acrobatics, Sneaking
● Frailty: Overconfidence
● Gear: Rapier, Grappling Hook
● Goal: Protect French trade routes and interests
● Motive: Financial gain through piracy
● Nemesis: British Royal Navy

236 loner complete


the pirate brotherhood
● Concept: Diverse group of pirates
● Skills: Swashbuckling, Intimidation
● Frailty: Greed
● Gear: Cutlass, Pistol
● Goal: Establish a pirate utopia in the Caribbean
● Motive: Amass wealth through piracy and raiding
● Nemesis: All naval forces and law-abiding societies

the maroon rebellion


● Concept: Freed slaves and indigenous people fighting
against oppression
● Skills: Survival, Ambush
● Frailty: Lack of resources
● Gear: Spear, Blowgun
● Goal: Create an inde-
pendent and just so-
ciety in the Carib-
bean
● Motive: Freedom
from colonial op-
pression and slav-
ery
● Nemesis: European
colonial powers and
their loyalists

the dutch traders


● Concept: Shrewd and wealthy
traders
● Skills: Negotiation, Appraisal
● Frailty: Cowardice
● Gear: Saber, Pocketwatch
● Goal: Expand Dutch trading interests in the Caribbean
● Motive: Economic gain through trade and commerce
● Nemesis: Pirates and competing European colonial
powers

pirates 237
npcs
captain anne bonny
● Concept: Fearless pirate captain
● Skills: Navigation, sword fighting
● Frailty: Overconfident
● Gear: Cutlass, compass
● Goal: To become the most feared pirate in the Carib-
bean
● Motive: Revenge against the English Navy for killing
her lover
● Nemesis: Governor Woodes Rogers

governor woodes
rogers
● Concept: Ambitious
colonial governor
● Skills: Diplomacy,
leadership
● Frailty: Greed
● Gear: Flintlock pis-
tol, ledger
● Goal: To bring an
end to piracy in the
Caribbean and estab-
lish English control
over the region
● Motive: Personal gain and
advancement
● Nemesis: Blackbeard the pirate

blackbeard
● Concept: Ruthless pirate captain
● Skills: Intimidation, marksmanship
● Frailty: Bloodthirsty
● Gear: Blunderbuss, black powder bombs
● Goal: To amass a fortune and retire as a wealthy man
● Motive: Revenge against the Spanish for enslaving him
and his crew
● Nemesis: Lieutenant Robert Maynard

238 loner complete


captain calico jack
● Concept: Charismatic pirate captain
● Skills: Persuasion, navigation
● Frailty: Lacks discipline
● Gear: Pistol, spyglass
● Goal: To find and plunder the legendary treasure of El
Dorado
● Motive: Fame and fortune
● Nemesis: Pirate hunter Jonathan Barnet

governor don rafael de eslava


● Concept: Cunning Spanish governor
● Skills: Espionage, intrigue
● Frailty: Arrogance
● Gear: Rapier, spyglass
● Goal: To eliminate all rival colonial powers from the
Caribbean and expand Spanish influence in the region
● Motive: National glory and honor
● Nemesis: French pirate Olivier Levasseur

anne dieu-le-veut
● Concept: Fearless pirate queen
● Skills: Navigation, hand-to-
hand combat
● Frailty: Reckless
● Gear: Cutlass, grap-
pling hook
● Goal: To free her
husband from
Spanish captivity
and become the
most powerful pi-
rate in the Carib-
bean
● Motive: Love and
vengeance
● Nemesis: Admiral Juan
Esteban Ubilla

pirates 239
creatures
kraken
● Concept: Enormous Sea Monster
● Skills: Crushing Grip, Tentacle Attacks
● Frailty: Vulnerable to fire and explosions
● Gear: None
● Goal: Sate its hunger by consuming ships and sailors
● Motive: Driven by insatiable hunger and desire for de-
struction
● Nemesis: Whalers and skilled sailors

siren
● Concept: Alluring and dangerous Sea Creature
● Skills: Hypnotic Song, Seduction
● Frailty: Weak against loud and sudden noises
● Gear: None
● Goal: Lure sailors to their doom with their enchanting
voices
● Motive: Feed on the life force of their victims
● Nemesis: Experienced sailors and those with strong
willpower

giant crab
● Concept: Massive armored
crustacean
● Skills: Pincers, Claws,
and Carapace Defense
● Frailty: Slow move-
ment on land
● Gear: None
● Goal: Defend terri-
tory and seek out
food
● Motive: Basic sur-
vival instincts
● Nemesis: Skilled
hunters and those with
access to explosives

240 loner complete


ghost ship
● Concept: Haunted and
cursed ship
● Skills: Invisibility, Pos-
session
● Frailty: Weak
against consecrated
objects and holy
water
● Gear: None
● Goal: Draw in un-
wary sailors and lure
them to their doom
● Motive: To continue its
curse and seek revenge
against those who
wronged it
● Nemesis: Ghost hunters and those with strong faith

giant squid
● Concept: Enormous cephalopod
● Skills: Ink Cloud, Camouflage, Tentacle Attacks
● Frailty: Vulnerable to harpoons and sharp blades
● Gear: None
● Goal: Hunt and feed on prey, including fish, whales,
and occasionally humans
● Motive: Basic survival instincts
● Nemesis: Skilled sailors and whalers

chupacabra
● Concept: Blood-sucking beast
● Skills: Stealth, Fangs and Claws
● Frailty: Weak against fire and sunlight
● Gear: None
● Goal: Hunt and feed on livestock and occasionally hu-
mans
● Motive: Basic survival instincts
● Nemesis: Skilled hunters and those with access to
firearms and fire.

pirates 241
locations
port royal
● A bustling British port town, famous for its rum and de-
bauchery.
● The Governor's mansion: Players may have to deal with
the corrupt Governor of Port Royal or his elite guards.
● The Black Pearl tavern: A popular spot for pirates to
drink and gamble.

isla de muerta
● A cursed island rumored to be the location of a vast
treasure hoard.
● The cursed treasure cave: The final resting place of
cursed Aztec gold, guarded by undead pirates.
● The Kraken's Lair: The island is also rumored to be
home to a giant Kraken.

tortuga
● A notorious pirate haven, known for its wild parties and
lawlessness.
● The Pirate King's Court: Players may have to seek an
audience with the Pirate King to gain the support of his
fleet.
● The Red Parrot Inn: A popular spot for pirates to relax
and make deals.

nassau
● An independent pirate republic, founded by the infa-
mous pirate captain Blackbeard.
● The Governor's Mansion: Players may have to deal with
the Governor of Nassau, who is often at odds with the
pirates.
● The Pirate Market: A bustling market where pirates can
buy and sell goods, including stolen treasure.

shipwreck cove
● A hidden cove that serves as a secret meeting place for
pirate fleets.
● The Pirate Council: Players may have to convince the
Pirate Council to support their cause.
● The Cove's defenses: The cove is protected by hidden
reefs, cannons, and traps to deter unwanted visitors.

242 loner complete


devil's triangle
● A mysterious region of the Caribbean where ships and
crews vanish without a trace.
● The Ghost Ship: A phantom vessel that is said to haunt
the triangle, crewed by undead pirates.
● The Sea Serpent: A massive sea serpent that is rumored
to lurk in the triangle's waters.

pirates 243
adventure seeds
D66 Adventure

A local merchant hires the protagonist to escort


11 their ship through dangerous waters, but a rival fac-
tion is intent on stopping them.

The protagonist is hired to retrieve a valuable item


from a hidden location on a nearby island, but a
12
tribe of hostile indigenous people also have their
eyes on the prize.

A notorious pirate captain offers to take the protago-


nist under their wing and teach them the ways of
13
the sea, but their methods are brutal and the pro-
tagonist may be in over their head.

The protagonist is tasked with investigating a series


of mysterious disappearances on a remote island,
14
and soon discovers that a vengeful ghost is behind
the attacks.

A wealthy aristocrat hires the protagonist to trans-


port them and their entourage to a nearby island for
15 a vacation, but a storm causes the ship to crash and
the protagonist must fend off hostile creatures and
factions to survive.

The protagonist is approached by a member of a se-


cret society, who offers to reveal the location of a leg-
16
endary treasure in exchange for their help in over-
throwing a corrupt colonial governor.

The protagonist is hired to protect a coastal town


from a group of ruthless pirates who have been raid-
21 ing the area, but they soon discover that the pirates
are actually working for a rival faction seeking to
control the town.

The protagonist is stranded on a deserted island and


22 must find a way to escape, while avoiding danger-
ous wildlife and hostile castaways.

244 loner complete


D66 Adventure

A local tavern owner hires the protagonist to investi-


gate the disappearance of their best bartender, and
23
the trail leads them to a shadowy smuggling opera-
tion.

The protagonist is hired to transport a wealthy mer-


chant and their valuable cargo, but a rival faction is
24
hot on their trail and will stop at nothing to steal the
goods.

The protagonist must infiltrate a rival faction's


stronghold to retrieve vital information, but the
25
fortress is heavily guarded and the protagonist must
use all their skills to avoid detection.

The protagonist is hired to recover a stolen artifact


from a notorious pirate, but they soon discover that
26
the pirate is under the protection of a powerful and
influential faction.

The protagonist is hired to hunt down a legendary


sea monster that has been terrorizing the region, but
31
they soon discover that the monster is not what it
seems.

The protagonist is stranded on an island inhabited


32 by a tribe of cannibals, and must use their wits and
survival skills to escape.

A mysterious figure hires the protagonist to retrieve


a powerful relic from a hidden temple on a remote
33
island, but the protagonist soon discovers that the
figure has their own sinister motives.

The protagonist is approached by a former crew-


mate who has turned traitor and is now working for
34
a rival faction, and must decide whether to help or
hinder them.

pirates 245
D66 Adventure

The protagonist must race against time to retrieve a


35 valuable item before a rival faction can get their
hands on it.

The protagonist is hired to rescue a group of


hostages who have been taken by a ruthless pirate
36
crew, but the protagonist soon discovers that the
hostages may not be as innocent as they seem.

The protagonist is tasked with delivering a message


41 to a rival faction's leader, but the protagonist soon
discovers that the message is actually a trap.

The protagonist is hired to investigate a series of


42 mysterious deaths in a coastal town, and soon dis-
covers that a deadly plague has struck the area.

The protagonist is hired to transport a group of


colonists to a new settlement, but they soon dis-
43
cover that the settlement is under attack by a rival
faction.

The protagonist is approached by a member of a se-


cret society who offers to teach them a powerful
44
new skill in exchange for their help in a dangerous
mission.

The protagonist is hired by a wealthy plantation


owner to investigate a string of thefts occurring on
45 their property. They soon discover that one of the
owner's own workers is behind the thefts, and must
decide how to handle the situation.

A band of ruthless pirates have been terrorizing the


waters near a small fishing village. The protagonist is
46 recruited by the village elder to help defend their
community against the pirates and put an end to
their attacks.

246 loner complete


D66 Adventure

The protagonist is tasked with delivering a valuable


artifact to a museum on a distant island, but they
51
soon discover that a rival museum is also seeking
the artifact and will stop at nothing to acquire it.

While exploring a remote island, the protagonist dis-


covers a hidden temple filled with ancient treasures.
52 However, the temple is also home to a dangerous
tribe of cannibals who will do anything to protect
their sacred site.

The protagonist is hired by a group of merchants to


escort their ship through dangerous waters infested
with pirate activity. However, the merchants may not
53
be as innocent as they seem, and the protagonist
must navigate treacherous waters both literal and
figurative.

The protagonist is captured by a rival pirate crew


54 and must figure out a way to escape before they are
sold into slavery or worse.

The protagonist is approached by a powerful voodoo


priestess who needs their help locating a rare herb
55 needed for an important ritual. However, the herb is
guarded by a dangerous creature and other factions
are also interested in obtaining it.

The protagonist is hired to transport a wealthy no-


blewoman to a distant island where she plans to
meet with her secret lover. However, the journey is
56
filled with danger and the protagonist must navi-
gate treacherous waters and treacherous relation-
ships.

pirates 247
D66 Adventure

The protagonist is recruited by a secret society of


rebels who seek to overthrow the oppressive colonial
61 powers ruling over the Caribbean. However, their ac-
tivities attract the attention of the authorities and
the protagonist must be careful not to get caught.

The protagonist stumbles upon a deserted island ru-


mored to contain an abandoned treasure hoard.
62 However, they soon discover that they are not alone
on the island and must outwit dangerous creatures
and rival treasure hunters to claim the loot.

The protagonist is hired by a wealthy merchant to


transport a precious cargo through treacherous wa-
ters. However, they soon discover that the cargo is
63
actually a group of slaves being smuggled into the
Caribbean, and must decide whether to help them
escape or turn a blind eye.

The protagonist is approached by a notorious pirate


captain who offers them a place on their crew. How-
64 ever, the protagonist soon discovers that the captain
has a hidden agenda and must decide whether to
stay loyal or betray their new comrades.

The protagonist is hired to track down a dangerous


sea monster that has been attacking ships in the
65 Caribbean. However, they soon discover that the
monster is actually a rare and valuable creature
sought after by collectors and merchants.

The protagonist is approached by a mysterious fig-


ure who offers them a map to a hidden island filled
6s6 with treasure. However, the map is also being sought
after by a rival faction who will stop at nothing to
claim the loot.

248 loner complete


WESTERN

western 249
setting information ........................................................ 251
character traits .............................................................. 252
special rules .......................................................................256
factions ................................................................................258
npcs .........................................................................................260
foes .........................................................................................262
locations ..............................................................................264
adventure seeds ...............................................................265

250 loner complete


setting information
● The Western Adventure Pack is set in the American Old
West during the late 1800s.
● The game takes place in a small town on the frontier,
surrounded by vast, untamed wilderness.
● The town is a hub for traders, cowboys, and settlers, as
well as outlaws, bandits, and other dangerous charac-
ters.
● The area is marked by rugged terrain, extreme weather
conditions, and a variety of wildlife, including bears,
wolves, and mountain lions.
● The culture and lifestyle of the time are heavily influ-
enced by the traditions and values of the cowboy way
of life, such as individualism, self-reliance, and rugged
individualism.

western 251
concepts
character traits

1 2 3
Lone
1 Gunslinger
Fearless Outlaw Cursed Sheriff

Swift
2 Sharpshooter
Cunning Bandit Loyal Deputy

Charismatic Tenacious Skilled


3 Showman Bounty Hunter Blacksmith

Skilled Horse Ruthless


4 Whisperer Desperado
Noble Rancher

Mysterious
5 Crafty Trickster Deadly Sniper
Stranger

Wise Medicine Sharp-eyed Skilled


6 Woman Scout Sharpshooter

4 5 6
Mysterious Honorable
1 Wild Tracker
Gambler Lawman

Vengeful Wise Native Reckless


2 Gunslinger Scout Renegade

Charming Quick-fingered Resilient Fron-


3 Saloon Owner Pickpocket tierswoman

Enigmatic Adventurous Formidable


4 Preacher Prospector Gunslinger

Daring
Resourceful Courageous
5 Tracker Marshal Stagecoach
Driver

Reliable Trail Fearless Tenacious


6 Guide Gunslinger Lawkeeper

252 loner complete


skills

1 2 3
Horseback
1 Marksmanship
Riding
Quick Draw

Survival
2 Instincts
Gambling Lasso Mastery

Whiskey
3 Tasting
Riding Shotgun Brawling

Cooking/
4 Hunting Campfire Horsemanship
Cooking

Gambling
5 Intimidation Trick Shooting
Cheating

Gold
6 Prospecting
Disguise First Aid

4 5 6

1 Tracking Bartering Knife Fighting

2 Stealth Leadership Archery

3 Lockpicking Fast Talking Sharpshooting

Bank Robbery
4 Planning
Storytelling Fistfighting

Tracking Outlaw
5 Outlaws
Saloon Games
Contacts

Dynamite Singing/ Roping/Cattle


6 Handling Cowboy Ballads Wrangling

western 253
frailties
1 2 3
Whiskey Vengeance
1 Shaky Hands
Addiction Obsession

Chronic Gold Fear of Native Card Sharp's


2 Fever Americans Rivalries
Gunshot
Wanted Dead Wound That Inability to
3 or Alive Never Healed Swim
Properly
Quick Unfinished
Nightmares of
4 Past Shootouts Tempered
Business from
the Past

Shoot First Ask PTSD from the Bandit Gang


5 Questions Later Civil War Feuds

Persecuted by a
Corrupt Fear of the
6 Noose
Rustler Stigma
Lawman

4 5 6
Trouble with Superstitious
1 Authority
Lone Wolf
Beliefs

Reckless Stagecoach
2 Gambler
Riding Fear
Travel Sickness

Cursed by a Chronic Bad


Relentless
3 Condemned Luck with
Outlaw Pursuit Spirit Gambling

Fear of Lost in the Infamous


4 Rattlesnakes Desert Reputation

Fear of Being Chronic


Incurable Horse
5 Betrayed by
Companions
Allergies Misfortune with
Cards and Dice

Rejected by Inability to Bounty on their


6 Native Tribes Read or Write Head

254 loner complete


gear

1 2 3
Lever-action
1 Revolver
Rifle
Bowie Knife

Saddle and Winchester


2 Leather Duster
Tack Shotgun

Colt
3 Peacemaker
Pocket Watch Sheriff's Badge

4 Brass Knuckles Wagon Horseshoes

Wanted Dead
5 Mining Pickaxe Canteen
or Alive Poster

Chuckwagon
6 Dynamite Tin Cup Cooking
Utensils

4 5 6

1 Stetson Hat Bandana Cowboy Boots

2 Spur Lasso Saddlebags

Saloon Playing Sheriff's Deputy


3 Cards
Wanted Poster
Star

Horse Brush
4 Saddle Holster Derringer Pistol
and Comb

5 Harmonica Gold Pan Poncho

6 Horse Feed Riding Spurs Gambler's Dice

western 255
special rules
quick-draw duels
● Before the duel, both contenders roll a quick-draw skill
check to determine who draws their weapon first.
● The first contender to draw their weapon gets a bonus
to their first attack roll.
● Both contenders then take turns making attack rolls
until one contender is defeated.

wanted levels
● The protagonist's infamy level increases whenever they
commit crimes or engage in other outlaw activities.
● Lawmen and bounty hunters are more likely to recog-
nize and pursue The protagonist at higher infamy lev-
els.
● The protagonist can decrease their infamy level by
completing quests or performing other deeds that are
seen as heroic or honorable.
● The Levels are:
●Unknown: No one knows who you are, or you're just
starting out. You're not wanted yet.
●Petty criminal: You've committed minor crimes like
theft or trespassing. Lawmen may be looking for you,
but you're not yet a top priority.
●Notorious outlaw: You've gained a reputation as an
outlaw, and lawmen are actively seeking you out. There
may be a bounty on your head.
●Infamous gang leader: You're a leader of a gang, and
your infamy has grown. Lawmen are actively hunting
you, and your name is well-known.
●Public enemy: You're a notorious criminal, and law-
men are determined to bring you to justice. You're con-
stantly on the run, and there may be a large bounty on
your head.
●Legendary outlaw: You're a living legend in the crimi-
nal underworld, and lawmen consider you one of the
most dangerous criminals in the West. Bounty hunters
and lawmen alike are obsessed with bringing you
down.

256 loner complete


hardship
● The protagonist must keep track of their thirst, hunger,
and other physical needs.
● Injuries take longer to heal and have a greater impact
on The protagonist's abilities.
● Extreme weather conditions like heat waves or bliz-
zards can also affect The protagonist's health and
make it more difficult to complete tasks.

western 257
factions
the lawmen
● Concept: Honorable enforcers of the law
● Skills: Tracking, Shooting
● Frailty: Blindly adhere to the law
● Gear: Badge, Handcuffs
● Goal: Uphold the law
● Motive: Justice
● Nemesis: Outlaws

the outlaws
● Concept: Ruthless crimi-
nals
● Skills: Intimidation,
Robbery
● Frailty: Lack of
trustworthiness
● Gear: Revolvers,
Bandanas
● Goal: Get rich and
stay alive
● Motive: Greed
● Nemesis: Lawmen

the natives
● Concept: Native American
tribes
● Skills: Tracking, Survival
● Frailty: Prejudice and persecution
● Gear: Tomahawks, Bows
● Goal: Protect their land and way of life
● Motive: Tradition
● Nemesis: Settlers

258 loner complete


the settlers
● Concept: Pioneers and homesteaders
● Skills: Farming, Bartering
● Frailty: Naive optimism
● Gear: Plows, Muskets
● Goal: Establish a new life in the West
● Motive: Opportunity
● Nemesis: Native Americans

the railroad company


● Concept: Industrialist corporation
● Skills: Engineering, Business
● Frailty: Ruthlessness in pursuit of profit
● Gear: Train engines, Rail tracks
● Goal: Build a transcontinental railroad
● Motive: Economic gain
● Nemesis: Saboteurs

the mexican banditos


● Concept: Ruthless bandits
from south of the border
● Skills: Ambush, Horse-
back Riding
● Frailty: Hot-headed-
ness
● Gear: Sombreros,
Machetes
● Goal: Gain wealth
and power
● Motive: Revenge
against Anglo-Ameri-
cans
● Nemesis: Texas Rangers

western 259
npcs
black jack mclean
● Concept: Ruthless gunslinger
● Skills: Quick-draw, Intimidation
● Frailty: Gambling addiction
● Gear: Dual revolvers, Stetson hat
● Goal: Build a criminal empire
● Motive: Money and power
● Nemesis: Sheriff John Roberts

belle starr
● Concept: Infamous outlaw
● Skills: Horseback riding,
Deception
● Frailty: Alcoholism
● Gear: Sawed-off
shotgun, Leather
boots
● Goal: Make a name
for herself in the
criminal under-
world
● Motive: Revenge
against the law
● Nemesis: U.S. Marshal
James Wilson

doc holliday
● Concept: Gambler and gunslinger
● Skills: Marksmanship, Card playing
● Frailty: Tuberculosis
● Gear: Long coat, Silver-tipped cane
● Goal: Die with his boots on
● Motive: Loyalty to his friends
● Nemesis: Johnny Ringo

260 loner complete


mary "stagecoach" fields
● Concept: Tough-as-nails stagecoach driver
● Skills: Driving, Cooking
● Frailty: Fear of water
● Gear: Whip, Bowie knife
● Goal: Keep her passengers safe
● Motive: Protecting those in need
● Nemesis: Bandit leader "One-Eyed" Jack

caleb "the preacher" johnson


● Concept: Former preacher turned gunslinger
● Skills: Preaching, Pistol shooting
● Frailty: Guilt over past mistakes
● Gear: Bible, Colt revolver
● Goal: Redeem himself for his sins
● Motive: Protecting the innocent
● Nemesis: Corrupt saloon owner Tom "Black Hat" Smith

lydia "the widow" johnson


● Concept: Widow seeking revenge for her husband's
death
● Skills: Sewing, Rifle shooting
● Frailty: Alcoholism
● Gear: Embroidered shawl,
Cartridge belt
● Goal: Avenge her hus-
band's death
● Motive: Justice for
the innocent
● Nemesis: Outlaw
gang leader
"Bloody Bill" David-
son

western 261
foes
lone rider
● Concept: Fearless Outlaw
● Skills: Expert Gunman,
Quick Reflexes
● Frailty: Arrogance
● Gear: Dual Re-
volvers, Bandana
● Goal: Amass Wealth
● Motive: Revenge for
an old betrayal
● Nemesis: The law-
man who killed his
brother

coyote
● Concept: Wily Predator
● Skills: Stealthy Hunter, Sharp Senses
● Frailty: Weakness to traps
● Gear: Sharp Teeth and Claws
● Goal: Survive and Thrive
● Motive: Hunger and Territory
● Nemesis: The Rancher who poisoned his pack

rattler
● Concept: Venomous Serpent
● Skills: Stealthy Ambusher, Poisonous Bite
● Frailty: Vulnerable to Cold
● Gear: Venomous Fangs, Coiled Strike
● Goal: Hunt and Kill Prey
● Motive: Self-defense and Nourishment
● Nemesis: The Gunslinger who killed his mate

262 loner complete


lurker
● Concept: Silent Stalker
● Skills: Camouflage, Ambush Attack
● Frailty: Vulnerable to Loud Noises
● Gear: Sharp Claws, Powerful Jaws
● Goal: Protect its Territory
● Motive: Instinctual Need for Survival
● Nemesis: The Prospector who stumbled upon its lair

bandit
● Concept: Ruthless Thief
● Skills: Stealth, Intimidation
● Frailty: Greed
● Gear: Mask, Knife
● Goal: Rob and Plunder
● Motive: Wealth and Power
● Nemesis: The Sheriff who wants him dead or alive

renegade
● Concept: Wild Outlaw
● Skills: Horse Riding, Sur-
vivalism
● Frailty: Hot-headed-
ness
● Gear: Pistol, Bowie
Knife
● Goal: Live Free and
Avoid Capture
● Motive: Retaliation
against Oppression
● Nemesis: The Merci-
less Land Baron

western 263
locations
deadwood saloon
● Iconic drinking establishment in the center of town.
● Frequented by cowboys, miners, and gamblers.
● Possibile Encounters: Bartender, Outlaws, Gamblers

coyote pass
● Treacherous pass through the mountains.
● Bandits and ambushes are common.
● Possibile Encounters: Bandit, Natives, Rattlesnake

silver mine
● Abandoned mine with silver veins.
● Tunnels are unstable and dangerous.
● Possibile Encounters: Outlaws, Lurker, Rattlesnake

fort union
● Military fort on the edge of the territory.
● Commanded by a tough but fair colonel.
● Possibile Encounters: Soldiers, Natives

dry gulch
● Small, dusty town on the outskirts of civilization.
● Lawless and dangerous, ruled by a corrupt mayor.
● Possibile Encounters: Mayor, Bandit, Lawmen

big sky ranch


● Sprawling cattle ranch owned by a wealthy rancher.
● Prized cattle are guarded by cowboys and guard dogs.
● Possibile Encounters: Rancher, Cowboy, Rattlesnake

264 loner complete


adventure seeds
D66 Adventure

The protagonist is hired to escort a wagon train


through dangerous territory, but they soon discover
11
that one of the passengers is actually a notorious
outlaw in disguise.

The protagonist is hired by a local rancher to track


down a group of rustlers who have been stealing his
12 cattle. However, the rustlers turn out to be a group of
native tribespeople who are being forced off their
land by the rancher.

The protagonist is ambushed by a gang of bandits


while traveling alone on the trail. They must fight off
13
the attackers and then track them back to their
hideout to put an end to their activities.

The protagonist is hired to protect a wealthy


landowner's daughter from a group of kidnappers
14 who have been plaguing the area. However, the
daughter is not as helpless as she seems and may
have her own agenda.

The protagonist is recruited by a local sheriff to track


down a dangerous outlaw who has been terrorizing
15
the town. However, the outlaw is a former lawman
himself and knows all the tricks of the trade.

The protagonist stumbles upon a group of treasure


hunters who are searching for a lost mine said to be
16 filled with gold. However, the mine is also rumored
to be cursed, and the treasure hunters are not the
only ones looking for it.

The protagonist is hired to retrieve a stolen shipment


of weapons that was headed to a nearby military
21
fort. However, the thieves turn out to be a rogue
group of soldiers who have their own agenda.

The protagonist comes across a small town that has


been taken over by a group of ruthless outlaws. They
22
must find a way to liberate the town and bring the
criminals to justice.

western 265
D66 Adventure

The protagonist is hired to escort a wagon train


through dangerous territory, but they soon discover
23
that one of the passengers is actually a notorious
outlaw in disguise.

The protagonist is hired by a local rancher to track


down a group of rustlers who have been stealing his
24 cattle. However, the rustlers turn out to be a group of
native tribespeople who are being forced off their
land by the rancher.

The protagonist is ambushed by a gang of bandits


while traveling alone on the trail. They must fight off
25
the attackers and then track them back to their
hideout to put an end to their activities.

The protagonist is hired to protect a wealthy


landowner's daughter from a group of kidnappers
26 who have been plaguing the area. However, the
daughter is not as helpless as she seems and may
have her own agenda.

The protagonist is recruited by a local sheriff to track


down a dangerous outlaw who has been terrorizing
31
the town. However, the outlaw is a former lawman
himself and knows all the tricks of the trade.

The protagonist stumbles upon a group of treasure


hunters who are searching for a lost mine said to be
32 filled with gold. However, the mine is also rumored
to be cursed, and the treasure hunters are not the
only ones looking for it.

The protagonist is hired to retrieve a stolen shipment


of weapons that was headed to a nearby military
33
fort. However, the thieves turn out to be a rogue
group of soldiers who have their own agenda.

The protagonist comes across a small town that has


been taken over by a group of ruthless outlaws. They
34
must find a way to liberate the town and bring the
criminals to justice.

266 loner complete


D66 Adventure

The protagonist is hired by a local rancher to track


down a group of wolves that have been killing his
35
livestock. However, the wolves may not be the real
threat.

The protagonist stumbles upon a small town that


has been overrun by a gang of undead outlaws. They
36
must find a way to put the undead to rest and bring
peace back to the town.
The protagonist is hired by a wealthy cattle baron to
track down a group of rustlers who have been steal-
ing his livestock. The trail leads The protagonist to a
41 nearby town, where they must navigate the corrupt
local law enforcement and confront the leader of the
rustlers, who turns out to be a member of a rival cat-
tle ranch.
The protagonist is approached by a group of settlers
who are being harassed by a band of bandits. The
settlers ask The protagonist to help defend their
42
town, and The protagonist must rally a group of
able-bodied citizens and use their skills to fortify the
town against the bandits' attack.
The protagonist is hired to escort a wealthy busi-
nessman and his family through dangerous territory
to a neighboring town. Along the way, they are at-
43 tacked by a group of outlaws who are seeking re-
venge against the businessman, and The protago-
nist must protect their charges while also fighting
off the attackers.
The protagonist is approached by a group of native
Americans who have been displaced from their land
by white settlers. The natives ask The protagonist to
44 help them reclaim their land, and The protagonist
must navigate the complicated racial tensions of the
region while also fighting off the settlers' armed
forces.
The protagonist stumbles upon a ghost town that is
rumored to be cursed. The town is infested with un-
dead creatures, and The protagonist must battle
45
their way through hordes of zombies and skeletons
to uncover the source of the curse and put an end to
it.
The protagonist is hired by a wealthy mine owner to
investigate a series of accidents and thefts that have
been plaguing his operations. The protagonist dis-
46
covers that a rival mine owner has been sabotaging
the operations in an attempt to drive his competitor
out of business.
western 267
D66 Adventure

The protagonist is hired by a local lawman to track


down a dangerous outlaw who has been terrorizing
the region. The protagonist must navigate the harsh
51
wilderness and track down the outlaw's hideout,
where they must engage in a tense shootout to
bring the criminal to justice.

The protagonist is hired to investigate a string of


mysterious disappearances in a nearby town. They
52 soon discover that the town is being preyed upon by
a pack of werewolves, and must work to eliminate
the threat before more innocent people are taken.

The protagonist is approached by a group of miners


who have been driven out of their claims by a group
of bandits. The miners offer The protagonist a cut of
53
their gold if they can help them reclaim their land,
and The protagonist must use their skills to out-
smart the bandits and protect the miners.

The protagonist is hired to investigate a strange ill-


ness that is sweeping through a nearby town. They
54 discover that the illness is being caused by a group
of witches who are seeking revenge against the
townspeople for their persecution.

The protagonist is hired to track down a rogue gun-


slinger who has been challenging and killing other
55 gunfighters in the region. The protagonist must en-
gage in a high-noon showdown with the rogue gun-
slinger to put an end to their reign of terror.

The protagonist is approached by a group of


prospectors who have discovered a rich vein of gold
56 in a nearby canyon. The prospectors ask The protag-
onist to help them defend their claim against a rival
gang of miners who are seeking to steal their gold.

268 loner complete


D66 Adventure

The protagonist is hired to transport a group of dan-


gerous outlaws to a nearby prison. Along the way,
61
The protagonist must fend off attacks from the out-
laws'.

The protagonist is hired by the local sheriff to track


down a notorious outlaw who has been terrorizing
62 the town. Along the way, they encounter hostile ter-
rain, dangerous creatures, and hostile bandits who
are trying to protect the outlaw.

The protagonist stumbles upon a secret gold mine,


but soon discovers that it's haunted by vengeful
63 ghosts of miners who died there. They must navi-
gate the treacherous mine and defeat the spirits to
claim the gold.

The protagonist is framed for a crime they didn't


commit and must clear their name while avoiding
64 the lawmen who are after them. They must track
down the true culprit, gather evidence, and bring
them to justice.

The protagonist is hired to deliver a package to a re-


mote outpost on the frontier, but soon discovers
65 that the package contains a dangerous weapon that
could change the course of the war. They must de-
cide whether to deliver the package or destroy it.

The protagonist is kidnapped by a group of bandits


who demand a ransom from their wealthy family.
66
They must escape from their captors, track them
down, and bring them to justice.

western 269
CYBERPUNK
setting information ........................................................ 273
character traits .............................................................. 274
special rules .......................................................................278
factions ................................................................................284
npcs .........................................................................................286
foes .........................................................................................288
locations ..............................................................................290
adventure seeds ............................................................... 291

272 loner complete


setting information
● The setting is a bleak and oppressive future where cor-
porations have taken over the world and government
control is minimal. This dystopian backdrop sets the
tone for the game and informs the actions and motiva-
tions of the characters.
● The game takes place in a sprawling metropolis that is
constantly alive with the hum of technology and the
glare of neon lights. This city is a character in itself, full
of towering skyscrapers, seedy alleyways, and under-
ground clubs.
● In the world of Cyberpunk, cybernetic enhancements
are commonplace, with many people opting to replace
body parts with high-tech implants. This has created a
divide between those who can afford the best en-
hancements and those who are forced to make do with
lower-quality implants.
● Another key feature of the Cyberpunk world is the
prevalence of virtual reality, which is used for entertain-
ment, work, and communication. However, the virtual
world can also be dangerous, with hackers and rogue
AIs lurking in the digital shadows.
● The world of Cyberpunk is defined by power struggles
between corporations, gangs, and underground move-
ments. The characters in the game will need to navi-
gate these conflicts and choose which side to take, or
try to forge their own path in a world where power is
everything.

cyberpunk 273
concepts
character traits

1 2 3
Shadowed Rogue Tech-savvy
1 Hacker Cyberninja Mercenary

Reckless
2 Tech Shaman
Netrunner
Streetwise Fixer

Cybernetic Stealthy Virtual Reality


3 Medic Saboteur Specialist

Nano-en-
Black Market hanced
4 Dealer
AI Synergist
Assassin
Corporate Cyber-en-
Techno-anar-
5 chist Espionage hanced Martial
Artist
Agent
Cyber-en-
Transhumanist Holographic
6 hanced Street
Performer
Activist Artiste

4 5 6
Augmented Corporate Cybernetic
1 Runner Infiltrator Smuggler

Experimental Renegade Underground


2 Cyborg Detective Rebel

Techno-psychic Neural Untraceable


3 Hacker Engineer Ghost

Resistance Cyberware
4 Leader Surgeon
Net Architect

Cyberspace Exiled AI Cybernetic


5 Illusionist Consciousness Investigator

Nanotech Cyberpunk Cyberspace


6 Saboteur Rocker Vigilante

274 loner complete


skills

1 2 3
Cybernetics
1 Hacking
Installation
Stealth

Technological Electronic
2 Cybersecurity
Manipulation Warfare

Neural Interface Drone Virtual Reality


3 Control Operation Navigation

4 Biohacking Cryptography AI Interaction

Weapon Modi- Biofeedback


5 fication Control
Neural Hacking

Augmented
Cybernetic System
6 Athletics Exploitation
Reality
Manipulation

4 5 6
Combat Robotics Computer P
1 Augmentation Engineering rogramming

Cybernetic
2 Surveillance
Medicine
Data Mining

Network I Genetic
3 nfiltration
Espionage
Engineering

Nanotechnol-
4 Streetwise Robotics Repair ogy
Manipulation
Cybernetic
Social
5 Combat Data Analysis
Engineering
Techniques

Cybernetic Techno-
6 Data Extraction
Agility Intuition

cyberpunk 275
frailties
1 2 3
Neural Memory
1 Overload
Tech Addiction
Corruption

Surveillance Augmentation
2 Social Stigma
Paranoia Dependency

Techno Blacklisted by Vulnerability to


3 Dependency Corps EMP

Physical Power
4 Overheating
Identity Crisis
Dependency

Cybernetic Neural Manipu-


Reckless
5 Sabotage
lation Vulnera-
bility
Databursts

Cybernetic Cybernetic Techno-


6 Overload Dependency Psychosis

4 5 6
Black Market
1 Cyberpsychosis Techno-Phobia
Implants

Neural Interface Memory En- Cybernetic


2 Malfunction cryption Failure Rejection

Implant Neural Malware


3 Malfunction Feedback Vulnerability

Replicant Cybernetic Pain Techno-


4 Identification Syndrome Addiction

Cybernetic
Network Incompatibility
5 Vulnerability Issues
Imprint
Fragmentation

Techno Technological Neural Interface


6 Dependency Paranoia Disruption

276 loner complete


gear

1 2 3

1 Data Jack Cyberdeck Neural Implant

2 Energy Blade Nano-medkit Grappling Hook

Neural Interface
3 Drones EMP Grenade
Glove

Virtual Reality
4 Visor
Energy Pistol Nanodrones

Electro-
Anti-gravity Camouflage
5 magnetic Pulse Boots Nanoskin
(EMP) Gun
Cybernetic
Holographic EMP Shielding
6 Reinforced Decoy Projector Cloak
Clothing

4 5 6

1 Smart Glasses Holo-projector Stealth Suit

Cybernetic
2 Limb
Hacking Toolkit Cloaking Device

Smart Biometric
3 Wristwatch Scanner
Cybernetic Eye

Cybernetic
Portable E
4 nergy Shield
Sonic Disruptor Implant
Jammer

Smart Nanite Swarm


5 Lockpicks
Neural Stunner
Grenade

Cybernetic Cybernetic Portable Drone


6 Interface Cable Toolkit Charger

cyberpunk 277
special rules
hacking
● Accessing computer systems: To hack into a computer
system, players must first gain physical or wireless ac-
cess to a terminal or network. They can then attempt to
bypass security measures such as firewalls and encryp-
tion using their hacking skill or cybernetic enhance-
ments.
● Hacking actions: Once a character has gained access to
a computer system, they can perform a variety of hack-
ing actions, such as downloading data, uploading
viruses, or manipulating settings. Each action requires
a successful hacking skill check or cybernetic implant
use, with more complex actions.
● Consequences of failure: If a character fails a hacking
skill check, they may trigger alarms, lock themselves
out of the system, or even trigger countermeasures
that can harm or incapacitate them. In some cases, a
failed hacking attempt may alert powerful enemies or
corporations to the character's activities, making it
harder for them to achieve their goals.
● Rewards of successful hacking: If a character success-
fully hacks into a computer system, they may gain valu-
able information, disable security measures, or even
take control of connected devices such as drones or se-
curity robots. This can be useful for completing mis-
sions, gathering intel, or gaining an edge in combat.
● Consequences of detection: If a character is detected
while hacking, they may trigger alarms or attract the
attention of powerful enemies or corporations. This can
lead to increased security measures, retaliation from
enemies, or even the loss of reputation. Characters
must weigh the risks and rewards of hacking carefully
and be prepared to deal with the consequences of
their actions.

278 loner complete


cybernetic enhancements
● Installation: Characters can acquire Cybernetic En-
hancements by visiting specialist clinics or under-
ground markets. These enhancements can be installed
in a variety of body parts, such as eyes, arms, legs, or
even the brain. Each enhancement comes with a cost,
and more advanced enhancements may require spe-
cialized installation procedures or additional cyber-
ware.
● Benefits: Cybernetic Enhancements provide a variety
of benefits, such as increased strength, speed, accu-
racy, or resilience. They may also grant unique abilities,
such as the ability to see in the dark, detect hidden en-
emies, or even hack into computer systems directly.
● Maintenance: Cybernetic Enhancements require regu-
lar maintenance to function properly. Characters must
visit clinics or have access to specialized tools to keep
their cyberware in good condition. Failure to maintain
cyberware can lead to malfunction or even bodily
harm.
● Risks: Cybernetic Enhancements also come with risks.
They may cause discomfort or pain, require regular
medication or treatments, or even lead to addiction or
mental instability. More advanced enhancements may
also attract unwanted attention from corporations,
governments, or criminal organizations.
● Limits: Cybernetic Enhancements have limits. Charac-
ters may not be able to use multiple enhancements at
once or may suffer negative side effects if they push
their enhancements too far. Additionally, cyberware
may be vulnerable to hacking or EMP attacks, leaving
characters vulnerable in certain situations. Characters
must learn to use their enhancements wisely and be
prepared to deal with the consequences of their
choices.

cyberpunk 279
implants
Consider each of the following as additional gear items.

● Neural Interface: A direct interface between the brain


and a computer system, allowing for direct control and
manipulation of technology.
● Cybernetic Eyes: Enhanced visual implants that allow
for night vision, zooming, or even infrared vision.
● Cybernetic Limbs: Artificial arms, legs, or other body
parts that provide enhanced strength, speed, or agility.
● Neural Implant: A chip implanted in the brain that en-
hances cognitive abilities, such as memory, calculation,
or learning.
● Voice Modulator: An implant that can change the
sound of a character's voice, making them sound like
someone else or disguising their identity.
● Retinal Display: An implant that displays information
directly onto the character's retina, providing an aug-
mented reality overlay of the world around them.
● Subdermal Armor: A layer of armor implanted beneath
the skin, providing additional protection against physi-
cal attacks.
● Cybernetic Organs: Artificial organs that can replace
or augment natural organs, providing increased
strength, endurance, or resilience.
● Pain Suppressor: An implant that suppresses pain sig-
nals, allowing characters to push through injuries and
ignore physical discomfort.
● Adrenal Boost: An implant that can trigger a surge of
adrenaline, providing temporary boosts to strength,
speed, or reflexes.
● Synthetic Blood: An implant that replaces or enhances
natural blood cells, providing increased oxygenation,
stamina, or resistance to toxins.
● Bio-monitor: An implant that constantly monitors the
character's health, providing alerts for injuries, illnesses,
or other health concerns.
● Reflex Booster: An implant that enhances the charac-
ter's reflexes, providing increased reaction time and
agility.
● Sensory Enhancement: An implant that enhances the
character's senses, allowing for better hearing,
smelling, or tasting.
● Cybernetic Spine: An implant that replaces or aug-
ments the natural spine, providing increased strength,
flexibility, or durability.

280 loner complete


● Subdermal Weapon: An implant that can conceal a
small weapon, such as a knife or gun, beneath the
skin.
● Datajack: A jack implanted in the skull that allows
for direct connection to a computer system, facili-
tating hacking and data manipulation.
● Cybernetic Heart: An implant that replaces or en-
hances the natural heart, providing increased
stamina, endurance, or resistance to heart-related
illnesses.

reputation
● Reputation is a measure of how well-known and re-
spected the character is in the world of cyberpunk.
It can be gained through completing high-profile
jobs, defeating powerful enemies, or making sig-
nificant contributions to the community.
● Reputation is a double-edged sword, as it can also
attract unwanted attention from rival factions, ene-
mies, or law enforcement agencies. Players must
weigh the benefits of gaining reputation against
the risks of being targeted by powerful foes.
● Reputation can be used to gain access to exclusive
locations, resources, and information. Characters
with high reputation may be invited to elite clubs,
receive job offers from powerful corporations, or be
consulted by influential individuals.
● Reputation can also be lost if the character fails to
live up to their reputation or if they engage in illegal
or unethical activities. Players must be careful not
to tarnish their reputation by engaging in risky be-
havior or making enemies with the wrong people.
● The reputation of the character can also affect the
attitudes of NPCs towards them. Characters with
high reputation may be treated with more respect
and deference, while characters with low reputa-
tion may be shunned or even attacked on sight.

cyberpunk 281
Reputation levels are:
1. Unknown: The character is not well-known in the cy-
berpunk world and has not yet gained any reputa-
tion.
2. Local: The character has gained some reputation in a
local area or community, but is not yet well-known
outside of that region.
3. Regional: The character has gained significant repu-
tation in a particular region, and is well-known
among local factions and organizations.
4. National: The character's reputation has spread
across the entire nation, and they are recognized by
many influential corporations and individuals.
5. International: The character's reputation has gone
beyond national boundaries, and they are known
and respected by powerful factions and organiza-
tions around the world.
6. Legendary: The character's reputation has reached
legendary status, and they are seen as a living leg-
end in the cyberpunk world. They have accom-
plished incredible feats, have many followers, and
are feared by their enemies.

282 loner complete


cyberpunk 283
factions
the black market syndicate
● Concept: Illicit Merchants
● Skills: Deception, Smuggling
● Frailty: Greed
● Gear: Contraband, Black Market connections
● Goal: Profit and expansion
● Motive: Wealth and power
● Nemesis: Law enforcement agencies and rival criminal
organizations

the neo-luddites
● Concept: Anti-technology Activists
● Skills: Sabotage, Persuasion
● Frailty: Idealistic extremism
● Gear: Primitive weapons, Disruptive devices
● Goal: Elimination of advanced technology
● Motive: Preservation of humanity and the environment
● Nemesis: Corporations and individuals who profit from
technology

the corporate elite


● Concept: Business Magnates
● Skills: Negotiation, Influence
● Frailty: Arrogance
● Gear: High-tech gad-
gets, Private security
forces
● Goal: Consolidation
of power and
wealth
● Motive: Profit and
control
● Nemesis: Compet-
ing corporations and
government regula-
tions

284 loner complete


the technomancers
● Concept: Cybernetic Magi-
cians
● Skills: Hacking, Spell-
casting
● Frailty: Addiction to
power
● Gear: Cybernetic
implants, Arcane
tomes
● Goal: Mastery of
technology and
magic
● Motive: Knowledge
and control
● Nemesis: Those who seek
to limit their power and rival
technomancers

the hacktivists
● Concept: Cyber Rebels
● Skills: Hacking, Guerrilla tactics
● Frailty: Overconfidence
● Gear: High-tech equipment, Safe houses
● Goal: Exposing corruption and injustice
● Motive: Freedom and transparency
● Nemesis: Law enforcement agencies and corporations
who seek to silence them

the street samurai


● Concept: Cybernetic Mercenaries
● Skills: Combat training, Weapon proficiency
● Frailty: Code of honor
● Gear: Cybernetic implants, High-tech weapons
● Goal: Money and reputation
● Motive: Personal gain and glory
● Nemesis: Law enforcement agencies and rival street
samurai.

cyberpunk 285
npcs
hannah "blackout" garcia
● Concept: Rebellious hacker
● Skills: Hacking, Electronics
● Frailty: Socially awkward
● Gear: Cyberdeck, EMP grenades
● Goal: Expose corporate corruption
● Motive: Fight for the freedom of the net
● Nemesis: Corporate security forces

sergei "the butcher" volkov


● Concept: Ruthless hitman
● Skills: Firearms, Close
combat
● Frailty: Overconfident
● Gear: Smart gun,
Monoblade
● Goal: Increase his
power and wealth
● Motive: Live a life of
luxury
● Nemesis: Rival gang
leaders

veronica "the viper"


rodriguez
● Concept: Seductive fixer
● Skills: Negotiation, Intimidation
● Frailty: Trust issues
● Gear: Hidden blade, Luxury car
● Goal: Expand her network of contacts
● Motive: Gain power and influence
● Nemesis: Competing fixers

286 loner complete


marcus "the prophet" kim
● Concept: Charismatic preacher
● Skills: Persuasion, Leadership
● Frailty: Zealotry
● Gear: Holy book, Rosary beads
● Goal: Convert as many people as possible
● Motive: Spread his religious message
● Nemesis: Anti-religious activists

dr. olivia "the alchemist" chen


● Concept: Mad scientist
● Skills: Science, Engineering
● Frailty: Obsessive
● Gear: Experimental serum, Nanobots
● Goal: Push the boundaries of science
● Motive: Create new technologies and discoveries
● Nemesis: Ethical committees and government regula-
tors

captain "ironclad" jackson


● Concept: Merciless law enforcer
● Skills: Investigation, Firearms
● Frailty: Arrogance
● Gear: Full body armor,
Shock baton
● Goal: Eliminate all
crime in the city
● Motive: Uphold the
law at all costs
● Nemesis: Criminal
masterminds and
vigilantes

cyberpunk 287
foes
combat drone
● Concept: Autonomous killing machine
● Skills: Targeting, Weaponry
● Frailty: Vulnerable to hacking
● Gear: Integrated weaponry, armor plating
● Goal: Eliminating designated targets
● Motive: Follows programming without question
● Nemesis: Skilled hacker or engineer who can disable or
reprogram it

corporate mercenary
● Concept: Well-equipped hired gun
● Skills: Firearms, Tactics
● Frailty: Greed
● Gear: High-powered firearms, body armor
● Goal: Completing contract for highest bidder
● Motive: Money and power
● Nemesis: Former ally or rival mercenary

street gang member


● Concept: Tough, territorial thug
● Skills: Intimidation, Melee combat
● Frailty: Recklessness
● Gear: Knives, bats, brass
knuckles
● Goal: Expanding
gang's turf and
power
● Motive: Loyalty to
gang and its leader
● Nemesis: Rival
gang member or
law enforcement of-
ficer

288 loner complete


hacker
● Concept: Skilled computer
intruder
● Skills: Hacking, Pro-
gramming
● Frailty: Lack of phys-
ical combat skills
● Gear: Laptop or
other portable com-
puter, hacking tools
● Goal: Accessing
valuable information
or taking down spe-
cific targets
● Motive: Ideological be-
liefs or financial gain
● Nemesis: Competing hacker or
law enforcement agency

security guard
● Concept: Trained protector of corporate assets
● Skills: Firearms, Close combat
● Frailty: Limited authority
● Gear: Standard-issue firearm, body armor
● Goal: Defending designated corporate property and
personnel
● Motive: Job security and following orders
● Nemesis: Criminal intruder or infiltrator

cyborg assassin
● Concept: Deadly combination of human and machine
● Skills: Stealth, Hand-to-hand combat
● Frailty: Vulnerable to EMP attacks
● Gear: Built-in melee weapons, stealth technology, cy-
bernetic enhancements
● Goal: Completing assigned assassination missions
● Motive: Loyalty to the agency or individual who hired
them
● Nemesis: Rival assassin or law enforcement agency

cyberpunk 289
locations
neo-tokyo arcology
● Massive corporate skyscraper housing thousands of
people
● Dangerous black market on the lower levels
● Possible encounters: "The Fixer" NPC, enemy "Corpo-
rate Security," faction "The Underground Resistance"

the grid
● Digital space accessed via neural implants
● Contains both virtual realities and dangerous viruses
● Possible encounters: "The Netrunner" NPC, enemy
"Rogue AI," cybernetic implant "Neural Jack"

night market
● Open-air market in the heart of the city
● Sells both legal and illegal goods, from street food to
weapons
● Possible encounters: faction "The Syndicate," NPC "The
Fence," enemy "Street Thugs"

the factory
● Abandoned manufacturing plant repurposed by hack-
ers and rebels
● Contains hidden labs and technology
● Possible encounters: faction "The Rebellion," enemy
"Corporate Hit Squad," cybernetic implant "Hacking In-
terface"

skyport
● High-rise building with a landing pad for air vehicles
● Serves as a hub for air travel and transportation
● Possible encounters: NPC "The Pilot," enemy "Sky Pi-
rates," gear "Hoverbike"

the dump
● Massive landfill on the outskirts of the city
● Home to scavengers and outcasts
● Possible encounters: enemy "Mutant Scavenger," fac-
tion "The Outcasts," gear "Scavenged Armor"

290 loner complete


adventure seeds
D66 Adventure

The Black Market Syndicate approaches the protag-


onist with a lucrative smuggling job that involves
11
transporting illegal cybernetic implants past strict
corporate security.

The Neo-Luddites plan to launch a large-scale sabo-


tage operation targeting a major technology corpo-
12
ration's headquarters, and the protagonist must
gather evidence to prevent the attack.

The Corporate Elite hires the protagonist to negoti-


ate a delicate business deal with a rival corporation,
13
but hidden agendas and double-crosses make the
task more challenging.

The Technomancers seek a rare ancient artifact that


holds the key to unlocking immense power, and the
14
protagonist must navigate dangerous territories to
retrieve it.

The Hacktivists recruit the protagonist to expose a


15 corrupt politician's illicit activities, leading them into
a web of intrigue and danger.

The Street Samurai challenge the protagonist to a


16 high-stakes combat tournament, with the reputa-
tion and prestige of the winners on the line.

Hannah "Blackout" Garcia reaches out to the protag-


21 onist for help in infiltrating a highly secure corporate
server to uncover evidence of illegal experiments.

Sergei "The Butcher" Volkov offers a hefty reward to


22 the protagonist for eliminating a rival hitman who
has been encroaching on his territory.

cyberpunk 291
D66 Adventure

Veronica "The Viper" Rodriguez enlists the protago-


nist's assistance in a dangerous negotiation with a
23
powerful crime lord, testing their persuasion skills
and loyalty.

Marcus "The Prophet" Kim believes he has discov-


ered a hidden conspiracy within the technocratic
24
government and needs the protagonist's help to ex-
pose it.

Dr. Olivia "The Alchemist" Chen requires the protag-


25 onist's protection as they venture into a lawless area
to collect rare and dangerous scientific samples.

Captain "Ironclad" Jackson assigns the protagonist a


26 series of high-profile cases involving organized
crime, putting their investigative skills to the test.

The protagonist uncovers a hidden factory where


combat drones are being illegally manufactured and
31
must shut it down before they fall into the wrong
hands.

A corporate megacorp hires the protagonist to inves-


32 tigate a series of mysterious cybernetic malfunctions
that have been causing chaos in the city.

The protagonist discovers an underground cybernet-


33 ics black market and must navigate the dangerous
underworld to retrieve a stolen prototype.

A rogue hacker challenges the protagonist to a digi-


34 tal duel in the virtual reality world, with the outcome
determining the fate of a valuable data cache.

292 loner complete


D66 Adventure

The protagonist is hired to provide security for a


35 high-profile tech convention where a dangerous
hacker collective plans to stage a disruptive attack.

The Technomancers task the protagonist with re-


trieving a rare magical artifact that can amplify their
36
cybernetic abilities and grant them unimaginable
power.

The Hacktivists discover a secret corporate project


that involves brainwashing the population through
41
neural implants and recruit the protagonist to stop
it.

The protagonist must protect a key witness who


42 holds evidence of corporate corruption from both
hired assassins and corporate security forces.

The Neo-Luddites plan a massive protest against a


new AI-driven transportation system, and the pro-
43
tagonist must prevent it from escalating into vio-
lence.

The Corporate Elite hires the protagonist to locate


and extract a valuable asset who possesses vital cor-
44
porate secrets but is being held captive by a rival fac-
tion.

The protagonist is caught in the crossfire of a street


45 gang war and must navigate the dangerous urban
landscape to broker a peace or eliminate the leaders.

A notorious hacker challenges the protagonist to a


46 series of increasingly difficult cybernetic puzzles and
traps within a virtual labyrinth.

cyberpunk 293
D66 Adventure

The Security Guard at a top-secret research facility


asks the protagonist to help them investigate
51
strange occurrences that suggest a rogue AI may be
at play.

The protagonist is hired by a wealthy corporate exec-


utive to locate their missing child, who has fallen in
52
with a dangerous gang involved in illegal cybernetic
experimentation.

The Technomancers seek the protagonist's help in


retrieving a stolen prototype that can grant the user
53
god-like control over technology, before it falls into
the wrong hands.

The Hacktivists recruit the protagonist to infiltrate a


highly secure data center and leak classified infor-
54
mation to expose a corrupt government's hidden
agenda.

The protagonist must engage in a high-speed chase


55 through the futuristic cityscape to recover a stolen
hovercar containing sensitive corporate data.

The Street Samurai are organizing an uprising


against oppressive corporate control, and the pro-
56
tagonist must decide whether to join their cause or
stop them to maintain order.

294 loner complete


D66 Adventure

Hannah "Blackout" Garcia believes she has discov-


ered a hidden AI manipulating the stock market, and
61
the protagonist must uncover the truth behind the
conspiracy.

Sergei "The Butcher" Volkov's rival gang kidnaps his


62 loved one, and the protagonist must assist in a dar-
ing rescue mission while fending off enemy forces.

Veronica "The Viper" Rodriguez needs the protago-


nist's help in retrieving a rare and priceless artifact
63
stolen by a powerful crime syndicate, testing their
cunning and combat skills.

Marcus "The Prophet" Kim claims to have visions of


an impending catastrophic event, and the protago-
64
nist must decipher his cryptic messages to prevent
disaster.

Dr. Olivia "The Alchemist" Chen tasks the protagonist


with gathering rare components for an experimental
65
cybernetic enhancement that could revolutionize
the field.

Captain "Ironclad" Jackson suspects a conspiracy


within the law enforcement agency and enlists the
66
protagonist to help uncover the truth, exposing cor-
ruption and betrayal.

cyberpunk 295
NAME: LONER
CONCEPT:
SKILLS/FRAILTY: GEAR:

GOAL:
MOTIVE:
NEMESIS:
LUCK
NOTES:

NAME: LONER
CONCEPT:
SKILLS/FRAILTY: GEAR:

GOAL:
MOTIVE:
NEMESIS:
LUCK
NOTES:

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