Action Adventure Pack
Action Adventure Pack
Setting Information
- From overgrown jungle temples to glowing rooftops in midnight metropolises, the world is a carousel of danger and wonder. Every place hides a secret — a clue, a curse, or a man with a silenced gun.
- Time flexes but never rests. The jazz-fueled 1930s, the shadowy tension of the Cold War, the chaotic now — every era is ripe for action, intrigue, and impossible choices.
- The world is always in motion: storm-lashed islands, dust-choked bazaars, sunken tombs beneath crowded cities, snowbound monasteries — each locale a ticking bomb of forgotten stories.
- History never sleeps. Ancient dynasties, lost cults, whispered prophecies, and banned documents smolder beneath the surface, waiting to resurface in fire or fraud.
- Cultures collide and tangle — scholars, criminals, wanderers, soldiers — chasing truth, gold, vengeance, or something stranger, always on unfamiliar soil.
- Technology is the drumbeat of the chase. Sometimes it’s radios and revolvers; other times, drones and digital vaults. The gear changes, but the tension is timeless.
- Borders mean nothing to ambition. Behind every checkpoint lies a dying empire, a buried war, a boardroom coup, or a quiet coup in progress.
- In the end, it’s always about the pursuit — the artifact, the person, the revelation — and the price you’re willing to pay to reach it.
Character Traits
Concepts
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Disgraced Archaeologist | Jet-Age Smuggler | Retired Assassin | Undercover Anthropologist | Burned Hacker | Washed-Up Diplomat |
| 2 | War Correspondent | Master Impersonator | Urban Treasure Runner | Cold War Sleeper | Jungle Survivor | Crypto Fixer |
| 3 | Whistleblower in Hiding | Cursed Relic Hunter | Rogue Interrogator | Blacklisted Psychic | Burner Pilot | Compromised Statesman |
| 4 | Cult Escapee | Forensic Occultist | Time-Lost Mercenary | Crisis Negotiator | Propaganda Artist | Unlicensed Therapist |
| 5 | Clone on the Run | Deep-Sea Salvager | Freelance Exorcist | Deserter from a Secret War | Meme Warfare Specialist | Shadow Archivist |
| 6 | Erased Field Agent | Reformed Cult Recruiter | Unpaid Tomb Raider | Disinformation Operative | Artifact Courier | Endangered Diplomatic Asset |
Skills
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Acrobatics | Ancient Languages | Brute Strength | Bluff & Bravado | Climbing | Close Combat |
| 2 | Improvised Cooking | Deception | Device Hacking | Horse Riding | Field Medicine | Firearms |
| 3 | Forgery | High-Stakes Gambling | Navigation | Forbidden Lore | Tracking | Intimidation |
| 4 | Art Appraisal | Multilingualism | Mechanical Repair | Command Presence | Lockpicking | Orienteering |
| 5 | Persuasion | Investigative Photography | Piloting (Air & Sea) | Pursuit Tactics | Trap Disarming | Wilderness Survival |
| 6 | Swimming | Tactical Planning | Surveillance Tech | Relic Identification | Martial Arts | Weapon Proficiency |
Frailties
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Fear of heights | Impulsive under pressure | Claustrophobic | Paranoid and distrustful | Chronic fatigue | Thrill-seeking |
| 2 | Fear of deep water | Arrogance | Emotionally withdrawn | Poor sense of direction | Addictive personality | Fear of spiders |
| 3 | Haunted by the past | Lacks combat instincts | Deteriorating eyesight | Dangerously naïve | Vulnerable to heat | Overconfident |
| 4 | Fear of snakes | Rash and impatient | Socially awkward | Severe allergies | Fear of the dark | Low endurance |
| 5 | Overprotective | Fear of insects | Easily distracted | Technophobic | Too trusting | Fear of animals |
| 6 | Sensitive to cold | Compulsive risk-taker | Hates enclosed spaces | Jumpy at loud noises | Partial hearing loss | Guilt-ridden |
Gear
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Folded Combat Knife | Dual Pistols | Grappling Rope & Hook | Coiled Bullwhip | Compact Binoculars | Modular First Aid Kit |
| 2 | Jungle Machete | Sawed-off Shotgun | Synthetics Rope Spool | UV Flashlight | Brass Compass | Firestarter Pouch |
| 3 | Silenced Handgun | Scoped Hunting Rifle | Carbon Climbing Harness | Long-Range Radio | Emergency Trauma Kit | Extra Ammo Magazines |
| 4 | Hidden Dagger | Tactical SMG | Parachute Rig | Lockpick Set | Weathered Field Map | Water Purification Kit |
| 5 | Throwing Hatchet | Fragmentation Grenades | Experimental Jetpack | Signal Flare Gun | Infrared Monocle | Survival Rations |
| 6 | Engraved Tomahawk | Compact Flamethrower | Ultralight Glider Frame | Pneumatic Grapple Gun | All-Terrain Survival Kit | Rotary Borer Drill |
Names
Female Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Elena | Samira | Ingrid | Carmen | Amara | Odessa |
| 2 | Lucia | Nadia | Quinn | Talia | Maeve | Mireille |
| 3 | Leila | Astrid | Noor | Kiara | Yelena | Sylvie |
| 4 | Rania | Esme | Harper | Farah | Imani | Sabine |
| 5 | Vanya | Bianca | Nyla | Yasmin | Anika | Solène |
| 6 | Freya | Zahra | Selene | Hana | Oriana | Petra |
Male Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Elias | Rafi | Leon | Dario | Viktor | Amir |
| 2 | Julian | Ashraf | Owen | Niko | Hamza | Emil |
| 3 | Mateo | Soren | Tariq | Luca | Zane | Kasim |
| 4 | Anton | Malik | Joel | Rami | Theo | Idris |
| 5 | Stefan | Eitan | Kian | Andrej | Hugo | Cyrus |
| 6 | Marcel | Youssef | Arjun | Bashir | Karim | Elias |
Surnames
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Navarro | Haddad | Volkova | Sinclair | Kazemi | Duarte |
| 2 | Moreau | al-Masri | Ten Boom | Jafari | Tagore | Varga |
| 3 | Delgado | Beck | Kojima | Fontaine | Karamazov | Aziz |
| 4 | Laurent | Bouchard | Andersson | Bakshi | Rahal | Corbin |
| 5 | Petrov | Fadel | Rojas | Sato | Alawi | Reznik |
| 6 | D’Souza | Tanaka | Salcedo | Arslanian | Zamora | Basile |
Nicknames
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Ghost | Ace | Viper | Rook | Jackal | Ember |
| 2 | Cipher | Wraith | Echo | Dagger | Fox | Nova |
| 3 | Fang | Raven | Shade | Flint | Cobra | Quill |
| 4 | Stray | Blaze | Hex | Reaper | Hawk | Spook |
| 5 | Atlas | Whisper | Scorch | Pike | Zero | Jet |
| 6 | Glint | Moth | Brim | Slick | Nomad | Bolt |
Special Rules
Action Points
Each character begins an adventure with 3 Action Points (AP). These do not refresh and cannot normally be regained. AP represent the character’s inner reserve of focus, resolve, and tactical brilliance — the kind of instinct that flips the scene from disaster to legend.
Spending AP
At any moment, you may spend 1 Action Point to:
- Gain Advantage: You roll with edge, no matter what tags or odds say.
- Cancel a Failure: Turn a failed roll into a success with a cost.
- Avoid a Consequence: Dodge harm, exposure, or narrative fallout.
- Do the Impossible: Pull off something daring, cinematic, and untagged — sliding under a trapdoor, mid-air grappling hook, bluffing your way past a kill team. You succeed with style.
[TIP] Action Points are best spent when the scene demands momentum, not logic. Ask yourself: Would this make a great moment? If yes, spend.
Push Yourself (Regain 1 AP)
Once per adventure, you may Push Yourself to regain 1 Action Point — but it comes at a cost. Choose one:
- Take a Serious Consequence — injury, exposure, lost trust, or something broken.
- Burn a Tag — a piece of gear or a trait is marked unusable for the rest of the adventure.
- Escalate the Situation — make the scene worse: reinforcements arrive, the room floods, the item is a decoy, etc.
[CAUTION] This isn’t a reset button — it’s a red flag to the fiction. Push when the moment feels big, and be ready for the fallout.
Factions
The Looking Glass Division
- Concept: Government-aligned myth operatives
- Skills: Cryptology, Disguise
- Frailty: Compartmentalized loyalties
- Gear: Burn phone, mirrored badge
- Goal: Suppress and control anomalous history
- Motive: National security via narrative manipulation
- Nemesis: The Pale Chorus
The Pale Chorus
- Concept: Post-religious doomsday cult
- Skills: Ritual Lore, Poisoncraft
- Frailty: Hallucinatory belief system
- Gear: Bone pendant, whisper mask
- Goal: To usher a mythic convergence of timelines
- Motive: Transcend the human condition through collapse
- Nemesis: The Looking Glass Division
The Eighth Meridian
- Concept: Rogue archaeotech syndicate
- Skills: Technology, Demolition
- Frailty: Prone to infighting
- Gear: Magnetic vault cutter, neural shunt
- Goal: Extract and weaponize forbidden artifacts
- Motive: Post-national dominion through tech-ritual fusion
- Nemesis: The Vigilant Order
The Vigilant Order
- Concept: Secretive preservationist brotherhood
- Skills: Ancient Languages, Counter-intel
- Frailty: Overprotectiveness
- Gear: Archivist ring, sealed reliquary
- Goal: Seal or neutralize disruptive artifacts
- Motive: To maintain balance between eras
- Nemesis: The Eighth Meridian
Calder’s Ghosts
- Concept: Freelance retrieval ops with Cold War roots
- Skills: Stealth, Urban Survival
- Frailty: Burned identities
- Gear: Modified briefcase, old radio codes
- Goal: Complete jobs, clean exits, no trace
- Motive: Debt, revenge, buried agendas
- Nemesis: Whoever pays less this time
The Inkblood Market
- Concept: Cross-border myth traffickers
- Skills: Forgery, Persuasion
- Frailty: Addicted to rare knowledge
- Gear: Black ledger, scent-coded contracts
- Goal: Profit from unstable truths
- Motive: Information is the only true currency
- Nemesis: Whoever dares authenticate them
NPCs
Dr. Halima Qadir
- Concept: Defector Archivist
- Skills: Cryptohistory, Field Triage
- Frailty: Trusts the wrong people
- Gear: Smuggled ledger, coded field notes
- Goal: Leak the truth about a buried regime
- Motive: Redemption through knowledge
- Nemesis: The Vigilant Order
Commander Barlow Vex
- Concept: Blacksite Commander
- Skills: Military Logistics, Intimidation
- Frailty: Addicted to control
- Gear: Prototype comms rig, encrypted orders
- Goal: Contain the anomaly under the capital
- Motive: Career, legacy, fear
- Nemesis: The Pale Chorus
Sister Constance of the Vault
- Concept: Occult Librarian in Exile
- Skills: Esoteric Theology, Memory Reconstruction
- Frailty: Speaks only in riddles
- Gear: Collapsing prayer fan, toxin-proof vial
- Goal: Recover the Seventh Gospel
- Motive: Faith in recursion
- Nemesis: Calder’s Ghosts
Lucien Marek
- Concept: Disgraced Diplomatic Courier
- Skills: High-Stakes Negotiation, Disguise
- Frailty: Blackmailed by multiple states
- Gear: Shifting passport, audio recorder
- Goal: Escape with one final secret intact
- Motive: Survival, then revenge
- Nemesis: Looking Glass Division
Rafi Danvers
- Concept: Underworld Arms Curator
- Skills: Demolitions, Smuggling Logistics
- Frailty: Can’t say no to a doomed deal
- Gear: Custom toolkit, polylingual detonator
- Goal: Equip the rebels before the summit hits
- Motive: Profit and past loyalties
- Nemesis: Eighth Meridian
Delphine Sujata
- Concept: Myths-for-Hire Investigator
- Skills: Lie Detection, Trap Navigation
- Frailty: Haunted by false memories
- Gear: Stylus-dagger, worn cassette recorder
- Goal: Find the original recording of a vanishing god
- Motive: Obsession and erasure
- Nemesis: Inkblood Market
Field Threats
Delta-K Jackal
- Concept: Engineered Tracking Beast
- Skills: Thermal scent lock, pack coordination
- Frailty: Disoriented by loud noise
- Gear: Fiber-spliced fangs, shock-dampened paws
- Goal: Hunt a designated target
- Motive: Conditioned loyalty
- Nemesis: Handlers who’ve lost control
Ridgeback Croc
- Concept: Hyper-territorial River Predator
- Skills: Camouflage, death-roll takedown
- Frailty: Slow on dry terrain
- Gear: Bone-crushing jaws, armored ridges
- Goal: Eliminate intruders
- Motive: Territory instinct
- Nemesis: Trappers, desperate locals
The Marrowman
- Concept: Disavowed Black-Ops Asset
- Skills: Silent entry, off-grid survival
- Frailty: Memory collapse under stress
- Gear: Tactical bone knife, false ID cache
- Goal: Complete the contract
- Motive: Unknown, possibly implanted
- Nemesis: Rogue agencies
Dune Syndicate Operative
- Concept: Desert Smuggler & Fixer
- Skills: Disguise, ambush
- Frailty: Hunted by former allies
- Gear: Scarf mask, silenced revolver
- Goal: Acquire artifact for client
- Motive: Profit, protection, paranoia
- Nemesis: Customs agents, rivals
Vault-Eye Drone
- Concept: Autonomous Survey Sentinel
- Skills: Motion detection, non-lethal zaps
- Frailty: Vulnerable to EMP or water
- Gear: Steel shell, audio scanner array
- Goal: Monitor perimeter, sound alarm
- Motive: Failsafe loop, old program still running
- Nemesis: Tinkerers, saboteurs
The Weeper
- Concept: Time-lost Anomaly
- Skills: Withering aura, prophetic whispers
- Frailty: Bound to a forgotten calendar
- Gear: Stone mask, rusted medallion
- Goal: Warn, mislead, or punish
- Motive: Unknown — possibly fractured memory
- Nemesis: Silence, salt, sunrise
Locations
Starlight Transit Hub
- A decaying sky-train station straddling three closed borders, used by exiles, smugglers, and broken spies.
- Surveillance is rumored to be operated by a defunct agency — or something stranger.
- Possible encounters: Border agents, Disguised fugitives, Data couriers, Black market maps, Hidden rooms.
The Drowned Embassy
- An underwater ruin off the coast, once a sealed Cold War diplomatic site, now claimed by silt and whispers.
- Pressure-locked vaults and flooded archives hide truths no nation ever admitted.
- Possible encounters: Vault drones, Salvage teams, Leaking documents, Pressure-traps, Bone-silent corridors.
Calle Obscura
- A shadowy alley network in a forgotten quarter of the city, known for vanishing those who know too much.
- Stories say if you walk it right, the alleys change — and sometimes offer deals.
- Possible encounters: Informants, Double agents, Memory merchants, Traps, Wrong doors.
Blacksite Theta-6
- A jungle-shrouded concrete installation erased from maps in 1984 — but still warm, still guarded.
- Its generators run on something not found in science books.
- Possible encounters: Rogue technicians, Burned files, Reality drift, Locked-down labs, False alarms.
The Mirror Monastery
- A mountaintop retreat untouched by satellites, filled with fractured timelines and unreadable rituals.
- Its monks speak every language — including a few from the future.
- Possible encounters: Silent novices, Repeating events, Blinking icons, Forgotten visitors, Shattered mirrors.
Volcano Platform K-9
- A defunct mining rig turned helicopter outpost, built on the lip of an unstable volcano.
- Part radio relay, part arms depot, part trap for whoever gets curious.
- Possible encounters: Storm pilots, Smuggled crates, Seismic tremors, Countdown timers, Betrayals in progress.
Adventure Seeds
| D66 | Adventure |
|---|---|
| 11 | A stolen artifact resurfaces at an auction in Marrakesh. Three bidders carry weapons, one carries a curse. |
| 12 | A cargo plane crashes near a jungle outpost. The black box was removed before the authorities arrived. |
| 13 | A diplomat’s briefcase goes missing during a summit. Inside: a map, a key, and a death list. |
| 14 | Your contact in Istanbul is late. His last message: “Don’t trust the mirror.” |
| 15 | A sealed Cold War vault opens for the first time. The contents were meant to never be found. |
| 16 | An informant vanishes from a safehouse. Her notebook appears two weeks later — in a museum display. |
| 21 | A masked figure steals a relic from a private train car. The train hasn’t stopped in over 40 hours. |
| 22 | Your mentor is accused of grave robbing. The tomb in question wasn’t built yet. |
| 23 | A scientist’s defection unravels when her escort turns up dead — and she turns up again in two places. |
| 24 | A resistance leader requests extraction — from a city wiped off the map twenty years ago. |
| 25 | A luxury cruise goes dark mid-ocean. The last transmission: “The stars are wrong.” |
| 26 | Your safe deposit box has been emptied. The thief left behind your old ID and a countdown. |
| 31 | A museum exhibit burns in Berlin. All artifacts but one were destroyed — and it’s following you. |
| 32 | A vault under the Vatican unseals during renovations. Inside: Soviet film reels, a dagger, and blood. |
| 33 | A tech CEO disappears before a major keynote. His prototype device is broadcasting from deep underground. |
| 34 | An old friend invites you to their wedding — at an abandoned excavation site. |
| 35 | A flooded temple rises during a drought. Four expeditions enter; only one returns. They won’t speak. |
| 36 | You inherit a lockbox from a missing relative. Inside is a revolver, three passports, and a cassette tape. |
| 41 | A war criminal fakes their death — then resurfaces as a cult leader in the Andes. |
| 42 | A hotel fire reveals a hidden floor with no access points. Every room contains the same photo. |
| 43 | An encrypted radio signal plays a forgotten anthem. It hasn’t broadcast since the embassy bombing in ’78. |
| 44 | An illegal auction lists a live lot: the man who stole your identity. |
| 45 | An underground fight ring offers a huge prize. The catch: the winner gets recruited by someone worse. |
| 46 | A smuggler offers to trade an ancient relic for protection — but only if you meet them inside a quarantined zone. |
| 51 | Your contact in Morocco offers information in exchange for a favor: bury a locked case in the desert. |
| 52 | A militia group captures a photographer who snapped something inhuman in their territory. |
| 53 | A billionaire funds a jungle excavation and disappears. The only clue: a bloodstained telegram. |
| 54 | You’re asked to retrieve a downed spy drone. It landed inside a military exclusion zone — 50 years ago. |
| 55 | A warzone refugee speaks a dead language — and describes events from before the city existed. |
| 56 | An expedition lost in Siberia is found alive and unaged — but one of them is not who they were. |
| 61 | A data broker in Panama claims to have a list of future events. Everyone wants it. Including you. |
| 62 | Your handler gives you a package to deliver — and then shoots themselves. The package breathes. |
| 63 | You’re hired to guard a transport crate. No one tells you where it’s going — only who’s following. |
| 64 | A private island used for classified testing sends a distress call. The project was terminated. Supposedly. |
| 65 | A fortune teller gives you an old coin. Three agencies try to kill you within the hour. |
| 66 | A dig team in Sudan vanishes mid-call. When you arrive, the camp is gone — but the signal remains active. |