Professional Documents
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COMPLETE
2nd Edition
ZOTIQUEST GAMES
Loner Complete
2 loner complete
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?
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.
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:
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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!
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:
core rules 11
before the adventure
You can start directly to play your adventure, but it may be
worthwhile to make an extra effort.
Jot down these NPCs in a list, which you will consult when
they need to be recalled as a result of a Twist.
example
Who? Mentor
What? Exploit
Why? Help
Where? McGuffin
How? Rumors
Obstacle? Time
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Who? What? Why?
D6 The proposer The mission The incentive
Obstacle?
Where? How?
D6 The complica-
The target The seed
tion
Casual en-
1 Person
counter
Opposition
Old acquain-
2 Group
tance
Deception
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.
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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.
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).
Mismatched Yes No
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.
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.
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.
D6 Subject Action
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.
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.
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.
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...
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
4 5 6
core rules 25
nouns
1 2 3
4 5 6
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adjectives
1 2 3
4 5 6
knowledge-
2 able astonishing ordinary
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.
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.
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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
Action-packed
Romantic and Horror-filled
3 and
adventurous
whimsical and terrifying
Technologically
Grungy and Gothic and
4 advanced and
sleek
dirty ominous
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table 2: settings
1 2 3
Post-Apocalyp- High Fantasy Medieval War
1 tic Wasteland Kingdom and Intrigue
Magic School
Horror-Filled Epic Fantasy
4 for Young
Mages
Asylum Quest
Underwater
Jungle-Covered Steampunk
6 Adventure and Planet Victorian Era
Exploration
4 5 6
Cyberpunk
Futuristic Supernatural
1 Megacorpora-
tion
Space Colony Noir City
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
4 5 6
Futuristic
1 Medieval castle
technology
Spaceship
Dangerous Band of
2 quest adventurers
Unseen forces
Supernatural
3 powers
Epic battle Intriguing plot
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
Underwater
3 adventure
Epic siege Magical abilities
4 5 6
Wild west Futuristic Space
1 frontier cyberwarfare exploration
Time-traveling Espionage
2 adventures mission
Alien invasion
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
Unstoppable Enchanted
5 Extensive lore
virus forest
4 5 6
Haunted Futuristic Intergalactic
1 mansion metropolis trade routes
Time-travel Extraterrestrial
2 paradox
Espionage
beings
Dimension Superpowered
6 hopping
Techno-sorcery
conflict
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table 4: actions
1 2 3
1 Cast Battle Free
4 5 6
1 Explore Upgrade Pilot
core rules 35
table 5: oppositions
1 2 3
Malevolent
1 Dark wizards Savage beasts
spirits
Corrupt Sinister
2 Undead armies
politicians organizations
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
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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 :
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!
● "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.
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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!
In summary:
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.
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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
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FANTASY
fantasy 43
setting information .......................................................... 45
character traits ................................................................ 46
special rules: magic ............................................................51
factions .................................................................................. 54
npcs ........................................................................................... 56
monsters ................................................................................ 58
locations ................................................................................ 59
adventure seeds ................................................................. 61
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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
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skills
1 2 3
Animal
1 Swordfighting Healing
Handling
Unarmed
3 Combat
Tracking Cartography
4 5 6
Elemental
3 Tactics Jewelry Making
Magic
Illusionary
5 Blacksmithing
Magic
Summoning
fantasy 47
frailties
1 2 3
4 5 6
Overprotective
4 ness
Lust Foolishness
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gear
1 2 3
4 5 6
Musical
6 Healing kit Lockpicks
instrument
fantasy 49
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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:
D66 Spell
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.
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D66 Spell
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
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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
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
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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.
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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
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
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adventure seeds
D66 Adventure
fantasy 61
D66 Adventure
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D66 Adventure
fantasy 63
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SPACE
space 65
setting information .......................................................... 67
character traits ................................................................ 68
starship traits ..................................................................... 72
factions .................................................................................. 76
npcs ........................................................................................... 78
creatures ............................................................................... 80
locations ................................................................................ 81
adventure seeds ................................................................. 83
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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
Space Space
5 Detective
Space Enforcer
Smuggler
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
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skills
1 2 3
Weapons
1 Piloting Navigation
systems
Genetic
2 Hacking
Engineering
Robotics
4 5 6
Mechanical
2 Combat Medicine
repair
space 69
frailties
1 2 3
Adaptation Fear of deep
1 failure space
Space madness
Fear of
Fear of AI Fear of genetic
3 rebellion mutation
cybernetic
enhancements
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 losing
Fear of losing Fear of losing
4 morality free will
contact with
Earth
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gear
1 2 3
Holographic
2 Plasma cutter
display
Neural interface
Healing Self-sustaining
3 Gravity gun
nanoids habitat
Cybernetic
4 Jetpack EMP Generator
enhancements
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
space 71
concepts
starship traits
1 2 3
Orbital Defense
4 Mining Barge Tugboat
Platform
Transport
5 Troop Transport Supply Vessel
Shuttle
Heavy Planetary
6 Escort Carrier
Transport Lander
4 5 6
Mining Communica-
3 Platform
Recon Drone
tion Relay
Refuelling
4 Assault Shuttle Factory Ship
Platform
Mining
6 Space Tug
Excavator
Space Yacht
72 loner complete
skills
1 2 3
Defensive Offensive
4 Systems Systems
Stealth Systems
Artificial Quantum
6 Biotechnology
Intelligence Mechanics
4 5 6
Weapon Communicatio
1 Systems ns
Sensors
Electronic
4 Warfare
Command Negotiations
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
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
74 loner complete
gear
1 2 3
Impulse
1 Warp Drive
Engines
Hyperdrive
Deflector
2 Shields
Cloaking Device Tractor Beam
Communicatio Self-destruct
4 ns Array System
Escape Pods
Astrometrics
6 Lab
Computer Core Engine Room
4 5 6
Photon
1 Transporter Phasers
Torpedoes
Navigation Tactical
3 Computer Computer
Sensor Array
Maintenance
5 Cargo Hold
Bay
Science Lab
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
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
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
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
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
82 loner complete
adventure seeds
D66 Adventure
space 83
D66 Adventure
space 85
D66 Adventure
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 5 6
Powerhouse Energy
5 Protector
Elastic Dynamo
Absorber
Gravity
6 Guardian
Cryomancer Reality Warper
90 loner complete
skills
1 2 3
Energy
2 Regeneration Elasticity
projection
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
Size
2 manipulation
Precognition Telekinesis
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
Power-
5 Overconfidence Fear of heights dampening
collars
Overprotective
6 Paranoia Naivety ness of loved
ones
92 loner complete
gear
1 2 3
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
Infrared Antigravity
2 goggles
Energy shield
boots
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 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
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.
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.
superheroes 103
D66 Adventure
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
crime 109
concepts
character traits
1 2 3
Criminal
1 Crooked Cop Smuggler
Mastermind
Undercover
4 Agent
Burglar Arms Dealer
Human
6 Corrupt Judge Safe Cracker
Trafficker
4 5 6
Money
3 Witness
Launderer
Police Officer
Smuggling
5 Veteran Syndicate Harlot
Leader
1 2 3
4 5 6
Deep
2 Tracking Knowledge Seduction
(choose)
Underworld
5 Connections
Piloting Criminology
crime 111
frailties
1 2 3
4 5 6
Mental Illness
5 Violent Casual Killer
(choose)
Idiosyncracy
6 Fearfulness Arrogance
(choose)
1 2 3
Rope and
1 Lockpicking set Handgun
Grappling hook
Tactical
3 flashlight
Shotgun Bulletproof vest
Submachine
4 Wire cutters
gun
Microcamera
Hand Grenade
5 Fake passport Disguise Kit
(choose)
4 5 6
Night-vision
1 goggles
Silenced pistol Cash
Illegal Drug
2 Binoculars Assault Rifle
(choose)
Long-Range
Listening Fake police
4 badge
Pepper spray
Device
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.
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
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
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
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
crime 123
adventure seeds
D66 Adventure
crime 125
D66 Adventure
mystery 127
setting information ........................................................ 129
character traits .............................................................. 130
special rules ....................................................................... 134
factions ................................................................................ 136
npcs ......................................................................................... 138
foes ......................................................................................... 140
locations .............................................................................. 142
adventure seeds ............................................................... 143
mystery 129
concepts
character traits
1 2 3
Brilliant Mysterious
1 Detective
Cunning Sleuth
Investigator
Resourceful Mastermind
3 Savvy Inspector
Sleuth Detective
4 5 6
Observant Intuitive Eccentric
1 Inspector Enigma Detective
Unorthodox Insightful
3 Investigator
Wise Inspector
Sleuth
Brilliant
Fearless Quick-Thinking
5 Strategist
Inspector Sleuth
Investigator
Rational Diligent
6 Fearless Sleuth
Detective Investigator
1 2 3
Deductive
1 reasoning
Observant eye Crime analysis
Profiling Surveillance
2 suspects expertise
Code breaking
Psychological Combat
3 insight training
Lock picking
Criminal
Logic puzzle
6 Lip reading network
solving
knowledge
4 5 6
Forensic Effective
1 Sharp memory
knowledge interrogation
Document
Crime Handwriting
5 forgery
reconstruction analysis
detection
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
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
Recklessness in
4 Chronic illness Fear of water
pursuing justice
Paranoia and
Fear of the Inability to let
6 distrust of
supernatural go of a case
authority
1 2 3
Detective's
1 magnifying
glass
Pocket watch Fountain pen
Forensic
Wiretapping Camera with
3 fingerprinting equipment tripod
kit
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
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:
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:
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:
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
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
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
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 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
mystery 143
D66 Adventure
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
horror 149
concepts
character traits
1 2 3
Paranoid Possessed
1 Detective
Haunted Healer
Priest
Sinister Haunted
3 Scientist
Twisted Tourist
Housewife
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
Unhinged Schizophrenic
5 Uncle
Haunted Host
Sailor
1 2 3
Hand to hand
5 combat
Fearlessness Injury Tolerance
4 5 6
Ranged
3 Weapons
Occultism History
horror 151
frailties
1 2 3
Addictive
3 Gullible
Personality
Prejudiced
Paranormal
4 Skepticism
Alcoholic Kleptomaniac
Obsessive Paranormal
6 Compulsive
Pyromaniac
Fear
4 5 6
Manic
5 Schizophrenic
Depressive
Sadistic
Chronic Bipolar
6 Depression Disorder
Schizoid
1 2 3
Night Vision
5 Binoculars
Goggles
Thermometer
4 5 6
5 Crowbar Machete Ax
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.
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
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
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
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
horror 163
D66 Adventure
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
action/adventure 169
concepts
character traits
1 2 3
Brave
1 Archaeologist
Daring Pilot Fierce Soldier
Fearless
2 Explorer
Deft Thief Tough Brawler
Battle
Bold Treasure
4 Hunter
Stealthy Thief Hardened
Veteran
Rugged
5 Survivalist
Master Pilot Elite Marksman
4 5 6
Sharp-Eyed
1 Hunter
Skilled Hacker Witty Diplomat
Intrepid Bold
3 Skilled Tracker
Reporter Entrepreneur
1 2 3
Knowledge of
4 Art
Languages Mechanics
4 5 6
action/adventure 171
frailties
1 2 3
Impulsive
1 Fear of heights decision Claustrophobia
making
Emotional
2 Fear of water Arrogance
vulnerability
Overprotective Easily
5 nature
Fear of insects
distracted
4 5 6
Physical
1 Trust issues
weakness
Recklessness
1 2 3
Rope and Grap-
1 Combat Knife Pistols
pling Hook
4 5 6
Night Vision
5 Flare Gun
Goggles
Energy Bars
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/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
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
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
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.
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.
action/adventure 183
D66 Adventure
action/adventure 185
SPY
setting information ........................................................ 189
character traits .............................................................. 190
special rules ....................................................................... 194
factions ................................................................................ 195
npcs ......................................................................................... 197
foes ......................................................................................... 199
locations .............................................................................. 201
adventure seeds ...............................................................202
spy 189
concepts
character traits
1 2 3
Nefarious Mas-
3 Daring Explorer Sharpshooter
termind
Honorable Experienced
4 Ruthless Pirate
Samurai Tracker
4 5 6
Streetwise Tenacious
2 Deadly Assassin
Thug Detective
Canny Unforgiving
6 Wild Gunslinger
Smuggler Hitman
1 2 3
Animal Han-
5 dling
Archaeology Artistry
4 5 6
spy 191
frailties
1 2 3
4 5 6
1 2 3
Flashbang
3 Smoke Grenade
Grenade
Lockpick Set
Explosive Miniature
4 Watch
Hidden Blade
Drone
Hidden
6 Stun Baton
Microphone
Spy Car
4 5 6
Night Vision
2 Goggles
Grappling Hook Smartwatch
Radio
Tranquilizer
5 Smoke Pellets
Gun Communica-
tion Device
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.
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
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.
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.
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 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
spy 201
adventure seeds
D66 Adventure
spy 203
D66 Adventure
spy 205
D66 Adventure
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
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
Dystopian
Enigmatic
5 Cyberspace Druid
Plague Doctor
Hacker
Ruthless Relentless
6 Executioner
Exiled Leader
Survivalist
4 5 6
Mutated Scavenging
2 Juggernaut Tinkerer
Lost Survivor
Reckless
3 Ravaged Bard
Renegade
Vengeful Ronin
Marauding Charismatic
4 Mad Scientist
Warlord Trader
Illusionist
6 Grim Reaper Cursed Knight
Trickster
1 2 3
Bardic
5 Performance
Demolitions Infiltration
4 5 6
Animal
3 Lockpicking Explosives
Handling
Cooking/
5 Foraging
Bartering Sabotage
Firearms
6 Shield Mastery Illusions
Proficiency
post-apocalyptic 211
frailties
1 2 3
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
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
1 2 3
4 5 6
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.
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
"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
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
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
post-apocalyptic 223
D66 Adventure
post-apocalyptic 225
D66 Adventure
pirates 227
setting information ........................................................229
character traits ..............................................................230
special rules ....................................................................... 234
factions ................................................................................236
npcs .........................................................................................238
creatures .............................................................................240
locations .............................................................................. 242
adventure seeds ............................................................... 244
pirates 229
concepts
character traits
1 2 3
Daring Cunning Fearless
1 Swashbuckler Scoundrel Buccaneer
Legendary Intrepid
4 Captain
Stealthy Siren
Explorer
Cunning Merciless
5 Saboteur Blackguard
Astute Lookout
4 5 6
Enigmatic
1 Wise Navigator Agile Cutthroat
Corsair
Tenacious
Swift Cursed
3 Harpooner
Treasure
Buccaneer
Hunter
Fearless Feisty
5 Avenger
Wily Shipwright
Deckhand
Skilled Lucky
6 Bold Sea Rover
Cannonmaster Buccaneer
1 2 3
4 5 6
Ship
4 Gambling
Maintenance
Shipbuilding
Weather
5 Blacksmithing Herbalism
Forecasting
Cannon Treasure
6 Tactics
Handling Hunting
pirates 231
frailties
1 2 3
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
4 5 6
1 2 3
Throwing
2 Treasure Map
Knives
Blunderbuss
4 5 6
Poisoned
2 Dagger
Telescope Net
Spy's Disguise
4 Rum Barrel Fishing Net
Kit
Navigation
5 Healing Potion
Tools
Jolly Roger Flag
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.
plunder
After a successful raid, players will divide up the loot and
manage crew morale based on the spoils of their victory.
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
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
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
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.
pirates 243
adventure seeds
D66 Adventure
pirates 245
D66 Adventure
pirates 247
D66 Adventure
western 249
setting information ........................................................ 251
character traits .............................................................. 252
special rules .......................................................................256
factions ................................................................................258
npcs .........................................................................................260
foes .........................................................................................262
locations ..............................................................................264
adventure seeds ...............................................................265
western 251
concepts
character traits
1 2 3
Lone
1 Gunslinger
Fearless Outlaw Cursed Sheriff
Swift
2 Sharpshooter
Cunning Bandit Loyal Deputy
Mysterious
5 Crafty Trickster Deadly Sniper
Stranger
4 5 6
Mysterious Honorable
1 Wild Tracker
Gambler Lawman
Daring
Resourceful Courageous
5 Tracker Marshal Stagecoach
Driver
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
Bank Robbery
4 Planning
Storytelling Fistfighting
Tracking Outlaw
5 Outlaws
Saloon Games
Contacts
western 253
frailties
1 2 3
Whiskey Vengeance
1 Shaky Hands
Addiction Obsession
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
1 2 3
Lever-action
1 Revolver
Rifle
Bowie Knife
Colt
3 Peacemaker
Pocket Watch Sheriff's Badge
Wanted Dead
5 Mining Pickaxe Canteen
or Alive Poster
Chuckwagon
6 Dynamite Tin Cup Cooking
Utensils
4 5 6
Horse Brush
4 Saddle Holster Derringer Pistol
and Comb
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.
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
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
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
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
western 265
D66 Adventure
western 269
CYBERPUNK
setting information ........................................................ 273
character traits .............................................................. 274
special rules .......................................................................278
factions ................................................................................284
npcs .........................................................................................286
foes .........................................................................................288
locations ..............................................................................290
adventure seeds ............................................................... 291
cyberpunk 273
concepts
character traits
1 2 3
Shadowed Rogue Tech-savvy
1 Hacker Cyberninja Mercenary
Reckless
2 Tech Shaman
Netrunner
Streetwise Fixer
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
Resistance Cyberware
4 Leader Surgeon
Net Architect
1 2 3
Cybernetics
1 Hacking
Installation
Stealth
Technological Electronic
2 Cybersecurity
Manipulation Warfare
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
Physical Power
4 Overheating
Identity Crisis
Dependency
4 5 6
Black Market
1 Cyberpsychosis Techno-Phobia
Implants
Cybernetic
Network Incompatibility
5 Vulnerability Issues
Imprint
Fragmentation
1 2 3
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
Cybernetic
2 Limb
Hacking Toolkit Cloaking Device
Smart Biometric
3 Wristwatch Scanner
Cybernetic Eye
Cybernetic
Portable E
4 nergy Shield
Sonic Disruptor Implant
Jammer
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.
cyberpunk 279
implants
Consider each of the following as additional gear items.
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.
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 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
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
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
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"
cyberpunk 291
D66 Adventure
cyberpunk 293
D66 Adventure
cyberpunk 295
NAME: LONER
CONCEPT:
SKILLS/FRAILTY: GEAR:
GOAL:
MOTIVE:
NEMESIS:
LUCK
NOTES:
NAME: LONER
CONCEPT:
SKILLS/FRAILTY: GEAR:
GOAL:
MOTIVE:
NEMESIS:
LUCK
NOTES: