# Loner 4e: Character Emulator
Roberto Bisceglie
2026-10-29

# Loner 4e: Character Emulator

*Oracle procedures for what NPCs say, what they do, and how you keep
track of them.*

## Introduction

An NPC who matters gets the same Oracle the Protagonist does. This book
is the procedure for that.

### What This Book Is

***Character Emulator*** is a supplement for *Loner*. It requires the
*Loner* core rules and nothing else. It adds no new dice, no stat
blocks, and no second resolution system. It gives you procedure for a
gap the core rules leave to judgment: what an NPC says, what an NPC does
on their own, and how to handle several NPCs at once without turning a
scene into a string of individual rolls.

Everything here runs on what you already have: tags, Advantage and
Disadvantage, the Twist Counter, the Promotion Rule, Relationships,
Meanwhile, and the Living World.

### What It Isn’t

**A replacement for Meanwhile.** Meanwhile gives the world a turn when
the Scene Transition comes up 6. The tools here give one NPC a turn
whenever the fiction asks for it. Both can run in the same session.

**A cast-building exercise.** Nothing here asks for prep. Every tool
triggers in the moment, when an NPC’s words or actions are uncertain.
Quick-Build exists for the NPCs you didn’t see coming.

**A mandate to roll for every NPC.** Loner runs on judgment first and
the Oracle where judgment runs out. Most NPCs in most scenes need no tag
and no roll. A door gets blocked, a clerk waves someone through, and the
fiction has already said so. Reach for a tool when you catch yourself
inventing a reaction that nothing established supports. If you roll for
every NPC on screen, a rules-light game becomes a subsystem.

**Mandatory.** Every tool in this book is optional, the same way
Challenge Tracks, Leverage, and the Status Track are optional in the
core rules. Use what a story needs and skip the rest.

### Two Tags

The whole book runs on two tags that an NPC may carry besides their
Concept.

- **Agenda**: what they want right now. It decides what they do.
- **Disposition**: their stance toward the Protagonist. It decides how
  they answer. It is a different thing from a relationship tag. A
  relationship tag sits on the Protagonist’s sheet and has to be earned
  in play. Disposition belongs to the NPC and can be assigned on sight.

An NPC needs neither tag until a tool asks for one.

This book also uses the name **Promotion Rule** for the core rule *When
to Promote a Tag to a Character*: if something matters once, keep it as
plain tags, and if it keeps showing up or pushes back against the
Protagonist, promote it.

> **If you own the other guides.** The Minimalist NPC Profile in the
> *World Builder’s Guide* uses the same Agenda and calls Disposition
> “Relationship”. The Want in the *Character Builder’s Guide* is an
> Agenda. Neither book is required here.

### What You Need

The *Loner* core rules, the dice you already use, and one sheet of paper
for the Cast List. The D66 tables use two of your d6: read the first as
tens and the second as units.

### Who This Is For

Players whose sessions lean on dialogue, interrogation, negotiation, or
an opposition with a will of its own, and who have noticed themselves
writing both sides of those scenes freehand.

### How to Use It

Read **The Triage** first. Take the rest in any order.

| Chapter | The question it answers |
|----|----|
| The Triage | Does this NPC need a tool at all? |
| Quick-Build NPCs | Who is this person I didn’t plan for? |
| Conversation | What do they say? |
| NPC Voice | How do they sound? |
| Character | What do they do on their own? |
| Group Dynamics | What do several of them do together? |
| Factions as Actors | What does their organization do while nobody is watching? |
| Cast Twists | What happens when a Twist fires on an NPC? |
| The Cast List | Where do I keep all of this between scenes? |
| NPC Memory & Continuity | What do they carry back from last time? |
| Genre Notes | Which tool carries which kind of story? |

The chapters are additive. Start with one tool and add another when a
story asks for it. Two worked examples at the end run every tool start
to finish.

### Table Index

| Table | Chapter | Use it to |
|----|----|----|
| Concept (D66) | Quick-Build NPCs | Name who an unplanned NPC is |
| Agenda (D66) | Quick-Build NPCs | Decide what they want right now |
| Disposition (D66) | Quick-Build NPCs | Set their stance and what they know |
| Voice (D66) | NPC Voice | Give them a verbal signature |
| Faction Concept (D66) | Factions as Actors | Name what kind of organization this is |
| Cast Twists (2d6) | Cast Twists | Resolve a Twist that lands on an NPC |

------------------------------------------------------------------------

## The Triage

> **Start here.** Every other chapter assumes you have sorted the
> scene’s NPCs first. It takes two questions and no dice.

Sort before you roll. When a scene opens, or when someone new walks into
it, place each NPC in one of three tiers. Ask in order:

1.  **Can they change how this scene goes?** No: **Dressing**. Stop
    here.
2.  **Does the scene turn on what one of them in particular does?** No:
    **Background**. Yes: **Foreground**.

| Tier | Tags | Rolls | Example |
|----|----|----|----|
| Dressing | None | Never | The crowd, the other diners, traffic |
| Background | One shared Group tag | Only as a group | The guard detail, the office pool, the night shift |
| Foreground | Agenda, plus Disposition if they talk | Individually, with Conversation or Character | The guard captain, the executive who called the meeting |

A single NPC goes through the same two questions. A lone night watchman
who could raise the alarm is Background with a tag of his own until the
scene turns on him.

Most scenes produce zero or one Foreground NPC. Two is the practical
ceiling. If a third person’s actions matter as much, the scene has
become two scenes sharing a room. Split it.

**Tiers move during a scene.** A Background NPC who gets named, gets
addressed directly, or breaks from the group becomes Foreground on the
spot. A Foreground NPC whose part is over drops back.

**Tiers are not promotion.** A tier lasts one scene. The Promotion Rule
looks across scenes: an NPC who keeps showing up or pushes back earns a
place on the Cast List.

**The default is no roll.** If a guard’s Agenda is *Protect the vault*
and someone walks toward the vault door, he stops them. A tag that
already answers the question needs no dice. The tools below are for the
moment when two answers are both plausible and you would otherwise pick
the one you prefer.

------------------------------------------------------------------------

## Quick-Build NPCs

> **Optional module.** Use this chapter to generate an NPC you didn’t
> plan for, mid-scene, from three D66 tables.

Roll for the NPC you didn’t plan for instead of freezing the scene.
Three D66 tables give you a Concept, an Agenda, and a Disposition in
under a minute. Skip any table where you already know the answer.

**Concept**: roll D66.

| D66 | Concept                  |
|:---:|--------------------------|
| 11  | Weary Informant          |
| 12  | Ambitious Enforcer       |
| 13  | Paranoid Bureaucrat      |
| 14  | Loyal Retainer           |
| 15  | Opportunistic Specialist |
| 16  | Idealistic Gatekeeper    |
| 21  | Burned-Out Fixer         |
| 22  | Soft-Spoken Zealot       |
| 23  | Silent Courier           |
| 24  | Reluctant Collaborator   |
| 25  | Grieving Widow(er)       |
| 26  | Calculating Broker       |
| 31  | Nervous Clerk            |
| 32  | Hardened Veteran         |
| 33  | Charming Con Artist      |
| 34  | Overworked Medic         |
| 35  | Disgraced Officer        |
| 36  | Faithful Servant         |
| 41  | Restless Deserter        |
| 42  | Cunning Smuggler         |
| 43  | Devoted Caretaker        |
| 44  | Bitter Rival             |
| 45  | Untested Recruit         |
| 46  | Weathered Guide          |
| 51  | Vengeful Survivor        |
| 52  | Ambivalent Witness       |
| 53  | Proud Craftsperson       |
| 54  | Frightened Lookout       |
| 55  | Stoic Sentinel           |
| 56  | Desperate Debtor         |
| 61  | Quiet Fanatic            |
| 62  | Jaded Negotiator         |
| 63  | Eager Apprentice         |
| 64  | Ruthless Climber         |
| 65  | Wounded Idealist         |
| 66  | Unreadable Stranger      |

**Agenda**: roll D66. This is what they want right now, and the tag
Character consults.

| D66 | Agenda                        |
|:---:|-------------------------------|
| 11  | Protect a secret              |
| 12  | Expose a lie                  |
| 13  | Escape a debt                 |
| 14  | Acquire a resource            |
| 15  | Silence a witness             |
| 16  | Reclaim their position        |
| 21  | Avenge a betrayal             |
| 22  | Undermine a rival             |
| 23  | Locate a missing person       |
| 24  | Cover up a mistake            |
| 25  | Secure their family’s safety  |
| 26  | Prove their loyalty           |
| 31  | Recruit an ally               |
| 32  | Sabotage a plan               |
| 33  | Delay an outcome              |
| 34  | Confess something long buried |
| 35  | Negotiate a truce             |
| 36  | Steal something valuable      |
| 41  | Warn someone in danger        |
| 42  | Discredit an authority        |
| 43  | Preserve a tradition          |
| 44  | Finish the job and go home    |
| 45  | Collect what they’re owed     |
| 46  | Broker a deal                 |
| 51  | Shield someone weaker         |
| 52  | Climb the hierarchy           |
| 53  | Disappear without a trace     |
| 54  | Force a confrontation         |
| 55  | Retrieve a stolen item        |
| 56  | Maintain the status quo       |
| 61  | Find out who talked           |
| 62  | Manipulate the Protagonist    |
| 63  | Survive the day               |
| 64  | Honor a promise               |
| 65  | Abandon their post            |
| 66  | Seize an opportunity          |

**Disposition**: roll D66. This is their stance toward the Protagonist,
and the tag Conversation consults. Here the two digits cross instead of
picking one line. The tens digit sets their **Stance**: how they feel
about the Protagonist. The units digit sets their **Awareness**: how
much they know about what the Protagonist is after.

| Tens | Stance              |
|:----:|---------------------|
|  1   | Openly hostile      |
|  2   | Wary but civil      |
|  3   | Indifferent         |
|  4   | Cautiously helpful  |
|  5   | Eager to please     |
|  6   | Secretly conflicted |

| Units | Awareness                                               |
|:-----:|---------------------------------------------------------|
|   1   | Knows nothing useful                                    |
|   2   | Knows a fragment, secondhand or incomplete              |
|   3   | Believes something false, and nobody has corrected them |
|   4   | Knows the basics, nothing beyond                        |
|   5   | Knows more than they’re letting on                      |
|   6   | Knows the whole picture                                 |

The two halves do different jobs. **Stance modifies the roll**: it
grants Advantage or Disadvantage like any tag. **Awareness shapes the
answer**: it limits what a Yes can contain. An NPC can be hostile and
well-informed, or friendly and wrong.

A roll of 53 is *Eager to please, believes something false*: friendly,
helpful, and confidently pointing the Protagonist in the wrong
direction. A roll of 42 is *Cautiously helpful, knows a fragment*:
willing to talk, with little worth extracting.

If a combination reads oddly, such as an *Idealistic Gatekeeper* whose
Agenda is *Silence a witness*, treat it as source material to interpret.
It is the same rule as the Inspiration Tables: read the result back into
what the scene has already established.

Not every NPC needs all three. A guard who blocks a door needs a Concept
and an Agenda. Someone the Protagonist is about to talk to needs a
Disposition too. Someone who matters more than once goes on the Cast
List.

### 📌 Example: Quick-Build

> Zahra rounds a corner into an office she expected to be empty.
> Concept: *Paranoid Bureaucrat*. Agenda: *Cover up a mistake*. That is
> enough to run the scene. A paranoid bureaucrat caught at his desk
> after hours with something to hide reacts very differently from a
> specialist protecting a secret. Disposition isn’t rolled yet. He
> hasn’t spoken.

------------------------------------------------------------------------

## Conversation

> **Optional module.** Use this chapter when a scene’s main action is
> dialogue and the NPC’s answer is in doubt.

The Oracle answers for the NPC, so you don’t write both sides of the
exchange. If what they’d say is obvious from their Concept and the
situation, say it and move on. Save the roll for the answer that is in
doubt.

**Setup**: the NPC needs a Disposition. Roll it on the Quick-Build table
or write one tag that captures their stance right now: *Suspicious of
Outsiders*, *Owes Her and Resents It*, *Grieving and Short-Tempered*.
Update or replace it as the conversation shifts.

**Resolve by beat, not by line.** A beat is a topic: a question asked, a
request made, an attempt to get information, agreement, access, or a
favor. Frame it as a closed question, oriented so that *Yes* is the
outcome the Protagonist wants. Small talk, follow-ups, and restating the
same request don’t get new rolls. Stay in the beat until the topic
changes.

**Roll normally.** The Disposition grants Advantage when it supports the
question and Disadvantage when it opposes it. The Protagonist’s own tags
apply as in any roll, and opposing tags cancel as usual. A *Trusted
Informant* relationship tag on the Protagonist’s sheet cancels a *Wary*
Disposition on the NPC, and that is the correct result: trust earned
earlier is paying for caution now.

| Result | The NPC… |
|----|----|
| Yes, and… | Answers fully, and volunteers something the Protagonist didn’t ask for. |
| Yes… | Answers straight. |
| Yes, but… | Answers, but it costs something: a favor owed, a partial truth, a detail that complicates things. |
| No, but… | Refuses or deflects, but the refusal reveals something. |
| No… | Refuses. The topic is closed. |
| No, and… | Refuses and reacts badly: ends the conversation, hardens their Disposition, or alerts someone. |

A Yes is only as good as what they know. If their Awareness is *Knows a
fragment*, a *Yes, and…* delivers the fragment and something extra, not
the whole picture.

Equal dice add 1 to the Twist Counter as usual.

**Reopening a closed topic** takes a new approach: different leverage, a
different promise, a different threat. That is a new beat and a new
roll. If the same topic comes up **No** twice, treat it as a Dead End.
Stop asking this NPC and ask the core question instead: *“Does something
or someone point toward a new way forward?”*

**Leverage and Relationships** apply without modification. Bank a *Yes,
and…* as Leverage to spend later in the same pursuit. Assign or update a
relationship tag when the scene closes, not mid-conversation.

### 📌 Example: Conversation

> Zahra needs to know who hired the men following her. The informant is
> tagged *Scared of Being Seen Talking*. She frames it: “Does he tell me
> who hired them?” The tag opposes her. Disadvantage: 2 Risk Dice
> against 1 Chance Die. Result: No, but… He won’t say the name, but his
> eyes go to the door every time she says “Cartwright Holdings.” No
> answer, and a thread to pull.

------------------------------------------------------------------------

## NPC Voice

> **Optional module.** Use this chapter to give a speaking NPC a
> consistent verbal signature. It never changes a roll.

Conversation resolves what an NPC decides to say. Voice gives them a
consistent way of saying it, without writing dialogue in advance.

**When to roll**: once, the first time an NPC speaks. Keep the result
for as long as they’re around. A tic that shows up once is flavor. A tic
that shows up every time is a signature.

| D66 | Voice |
|:--:|----|
| 11 | Never uses your name. Always a title or a nickname. |
| 12 | Answers questions with another question. |
| 13 | Trails off before finishing a sentence. |
| 14 | Repeats the last few words you said back at you. |
| 15 | Speaks in short, clipped sentences. No wasted words. |
| 16 | Overexplains. Buries the point in detail. |
| 21 | Uses technical jargon even when it isn’t needed. |
| 22 | Switches languages or dialects mid-sentence. |
| 23 | Laughs at things that aren’t funny. |
| 24 | Goes quiet when the topic turns personal. |
| 25 | Talks about themselves in the third person. |
| 26 | Apologizes constantly, even for things that aren’t their fault. |
| 31 | Uses old slang. Sounds a decade out of place. |
| 32 | Ends every statement as if it were a question. |
| 33 | Punctuates sentences with a nervous habit: tapping, cracking knuckles. |
| 34 | Quotes someone else instead of speaking plainly. |
| 35 | Never finishes an insult. Lets it hang. |
| 36 | Speaks slowly, like every word costs something. |
| 41 | Talks over the Protagonist. Rarely lets a sentence finish. |
| 42 | Whispers even when there’s no reason to. |
| 43 | Uses formal address no matter how well they know you. |
| 44 | Curses fluently and constantly, whatever the company. |
| 45 | Mishears things on purpose to buy time. |
| 46 | Speaks with unsettling calm regardless of the situation. |
| 51 | Refers to a past version of themselves as if it were someone else. |
| 52 | Uses silence as a weapon. Makes you fill the gap. |
| 53 | Corrects small details obsessively and misses the big picture. |
| 54 | Sounds rehearsed, as if they practiced this conversation already. |
| 55 | Speaks freely only when no one else is listening. |
| 56 | Speaks in absolutes: always, never, everyone, no one. |
| 61 | Talks to someone who isn’t there, briefly, then catches themselves. |
| 62 | Uses the Protagonist’s own words against them. |
| 63 | Addresses the room, never the person asking. |
| 64 | Announces what they’re about to say before they say it. |
| 65 | Answers before you finish asking. |
| 66 | Talks in the plural: we think, we would prefer. |

**Voice is flavor.** A Voice result never grants Advantage or
Disadvantage. It changes how a *Yes, and…* or a *No, but…* gets
narrated, and nothing about whether it happens.

**A Background group can share one Voice result** the same way it shares
a Group tag. A crowd then sounds like one texture instead of a dozen
improvised voices. A member who moves to Foreground gets their own roll.

If a result doesn’t fit the scene’s tone, reroll once, then keep what
you get. A poorly fitting tic is often more interesting than a perfect
one.

### 📌 Example: NPC Voice

> The informant from the Conversation example gets a Voice roll the
> moment he opens his mouth: 24, goes quiet when the topic turns
> personal. That is why “Cartwright Holdings” gets a glance at the door
> instead of a denial. The tic was on the table before the beat
> resolved, and the *No, but…* gave it somewhere to land.

------------------------------------------------------------------------

## Character

> **Optional module.** Use this chapter when an NPC has to act on their
> own and their next move isn’t obvious.

This is for action mid-scene. Dialogue goes to Conversation. It is the
second step of Meanwhile, an Oracle question about what someone else
does, made available any time instead of only on a Scene Transition 6.

**Setup**: the NPC needs an Agenda. Roll it on the Quick-Build table or
write it.

**Procedure**: when the NPC’s next move isn’t obvious from what’s
established, frame a closed question from *their* side, oriented so that
*Yes* means they advance their Agenda.

**The Agenda frames the question. It does not modify the roll.** An
Agenda always supports its own pursuit, so counting it would hand every
NPC Advantage on every move. Advantage and Disadvantage come from
everything else that is true: the NPC’s Concept, a condition on them,
the state of the scene, the position the Protagonist has put them in. A
captain with his target pinned down has Advantage. A captain whose squad
just scattered has Disadvantage. With nothing relevant, roll plain.

| Result | The NPC… |
|----|----|
| Yes, and… | Acts decisively, and the move opens a complication or an opening for someone else. |
| Yes… | Acts as expected and advances their Agenda. |
| Yes, but… | Acts, but exposes themselves or pays for it. |
| No, but… | Holds, but shows their intent. |
| No… | Holds position. No move. |
| No, and… | Backs off entirely. Their Agenda shifts or the opportunity is gone. |

For the Protagonist, a *Yes* here is usually bad news. The question
belongs to the NPC.

Equal dice add 1 to the Twist Counter as usual. When the result changes
what the NPC wants, update their Agenda on the spot, the same way
Meanwhile updates tags.

**The result decides what they attempt, not whether it beats the
Protagonist.** Character tells you that the captain closes in. Whether
he lays a hand on Zahra is her question to ask, or a Conflict to run.
Rolls against the Protagonist stay player-facing, as the core rules
require, and Character is never used inside Harm & Luck.

**Promotion still applies.** If you run this for the same NPC scene
after scene, they have crossed the Promotion Rule threshold. Put them on
the Cast List.

### 📌 Example: Character

> Zahra is pinned behind a loading dock. The guard captain, Agenda *Take
> Her Alive for Questioning*, hasn’t moved yet. “Does he close in now?”
> Zahra has nowhere to go, and that supports the move. Advantage: 2
> Chance Dice against 1 Risk Die. Yes, but… He moves in, but he is
> shouting orders to do it, and the noise gives Zahra a half-second to
> work with. Whether she uses it is her roll.

------------------------------------------------------------------------

## Group Dynamics

> **Optional module.** Use this chapter when several NPCs share a scene
> and one roll should answer for all of them.

Conversation and Character assume one NPC. A checkpoint with three
guards or a boardroom of six executives breaks that assumption. Roll for
every guard and one scene costs six Oracle calls before anyone has
spoken. The Triage already sorted them. This chapter covers what a
Background group does with its one tag.

### The Group Tag

Everyone in a Background group shares a single tag, the same way a
location or a vehicle carries one Concept instead of a full sheet: *The
Guards Are On High Alert*, *The Board Is Skeptical of the Pitch*. One
roll answers for all of them. The tag works in two directions.

- **The Protagonist acts on the group.** Ask an ordinary Oracle question
  from the Protagonist’s side. The Group tag grants Advantage or
  Disadvantage like any other tag.
- **The group acts on its own.** Run Character, with the Group tag
  standing in for the Agenda. It frames the question and does not modify
  the roll.

Update the Group tag when the group’s state changes. The updated tag is
in play at once.

#### 📌 Example: Group Dynamics

> Zahra approaches a checkpoint. Three guards, tagged as a unit: *On
> Edge After Last Week’s Bombing*. She is the one acting, so the
> question is hers: “Do they wave me through?” The tag opposes her.
> Disadvantage. No, but… They stop her, but it’s procedure: a bag check,
> not an arrest. One roll, three guards, and the scene keeps moving.

### Breaking Out

When one member of the group distinguishes themselves, defies the
group’s stance, or gets named and addressed directly, move them to
Foreground. Give them their own Agenda and run Conversation or Character
for that individual from then on. The Group tag stays in place for
everyone else.

### Two Foreground NPCs

When two Foreground NPCs are active in the same beat, resolve them one
at a time. The first roll often answers the second question. If the
guard captain orders his squad to stand down, you don’t need a roll to
learn whether the squad stands down. Roll for the second NPC only if
their reaction to the first result is still open.

------------------------------------------------------------------------

## Factions as Actors

> **Optional module.** Use this chapter when an organization acts on the
> Protagonist between scenes.

Character resolves what a person does. This chapter resolves what an
organization does when nobody from it is in the room: a corporation, a
cult, a government office, a crime family. Group Dynamics covers the
guards standing in front of the Protagonist. This covers the memo that
gets sent, the audit that gets opened, the retaliation that lands three
days later.

**Give the faction a Concept and an Agenda**, exactly like an NPC. Roll
the Agenda on the Quick-Build table: *Reclaim their position* or *Cover
up a mistake* reads the same for an institution as for a person. Concept
doesn’t transfer as cleanly, so use the table below.

**Faction Concept**: roll D66.

| D66 | Faction Concept              |
|:---:|------------------------------|
| 11  | Overextended Cartel          |
| 12  | Fracturing Alliance          |
| 13  | Zealous Regulatory Body      |
| 14  | Insular Guild                |
| 15  | Predatory Conglomerate       |
| 16  | Crumbling Bureaucracy        |
| 21  | Ascendant Sect               |
| 22  | Entrenched Old Guard         |
| 23  | Shadow Syndicate             |
| 24  | Reform Movement              |
| 25  | Paranoid Intelligence Office |
| 26  | Debt-Ridden Enterprise       |
| 31  | Militant Order               |
| 32  | Opportunistic Startup        |
| 33  | Compromised Watchdog         |
| 34  | Isolationist Enclave         |
| 35  | Expansionist Regime          |
| 36  | Struggling Cooperative       |
| 41  | Corrupt Ministry             |
| 42  | Underground Network          |
| 43  | Overreaching Monopoly        |
| 44  | Fading Dynasty               |
| 45  | Radicalized Splinter Group   |
| 46  | Bloated Corporation          |
| 51  | Vengeful Remnant             |
| 52  | Secretive Cabal              |
| 53  | Populist Uprising            |
| 54  | Aging Institution            |
| 55  | Ruthless Consortium          |
| 56  | Desperate Coalition          |
| 61  | Patient Creditor             |
| 62  | Hungry Street Crew           |
| 63  | Wounded Empire               |
| 64  | Fractured Council            |
| 65  | Unaccountable Agency         |
| 66  | Unreadable Front             |

A faction gets a Disposition only once it has dealt with the Protagonist
directly. Until then, its Concept and Agenda carry it.

### The Faction Beat

A **Faction Beat** is one Character roll for an organization, made
between scenes.

**When**: at a Scene Transition, and only if the scene that just closed
touched the faction’s interests. Make at most one Faction Beat per
transition. If two factions qualify, pick the one the scene hit harder.
On a Meanwhile result, the Faction Beat is how you resolve the first
step when the party holding power is an organization and its next move
isn’t obvious.

**How**: frame a closed question from the faction’s side, oriented so
that *Yes* means it advances its Agenda. As with Character, the Agenda
frames the question and does not modify the roll. Advantage and
Disadvantage come from the faction’s Concept and from what the last
scene did to it. A *Bloated Corporation* is slow to respond. A faction
that just lost its inside man is weaker than it was yesterday.

| Result | The Faction… |
|----|----|
| Yes, and… | Acts decisively, and the move is public at once: a raid, a statement, a takeover. |
| Yes… | Acts as expected and advances its Agenda somewhere off-screen. |
| Yes, but… | Acts, but the move costs it something or opens a gap the Protagonist can use. |
| No, but… | Holds, but a sign of its intent leaks out. |
| No… | Holds. Nothing changes before the next scene. |
| No, and… | Backs off. Its Agenda shifts, it fractures internally, or it loses ground to a rival. |

Equal dice add 1 to the Twist Counter as usual. If the Twist fires here,
the faction is the NPC for Cast Twists purposes.

**The result is discovered, not narrated live.** A Character result
plays out in the scene as it happens. A Faction Beat’s result is
something the Protagonist runs into afterward: a headline, a door that
wasn’t locked before, a new face at a checkpoint. Write the result in
the faction’s Last Seen field and reveal it when the fiction gives you a
natural moment.

**From Background group to faction**: when a group’s employer keeps
mattering across scenes, give the employer its own Cast row. The Group
tag covers who is in the room. The faction covers what is moving behind
them.

#### 📌 Example: Factions as Actors

> Zahra tripped the alarm on the records floor, and the scene closes.
> That touched Cartwright Holdings directly, so it gets a Faction Beat.
> Concept: *Predatory Conglomerate*. Agenda: *Bury the Leak Before It
> Reaches the Press*. “Does Cartwright move against her before her next
> scene?” It now has her face on camera, and that supports the move.
> Advantage. Yes, and… It acts, and the move is public: a local paper
> runs a piece naming Zahra as a corporate saboteur. She learns it two
> scenes later, from a stranger’s phone screen on the train.

------------------------------------------------------------------------

## Cast Twists

> **Optional module.** Use this chapter when the Twist Counter fills on
> a roll about an NPC.

The standard Twist Table speaks for the wider fiction: a third party
appears, the location changes, an object ends the scene. When the Twist
Counter fills on a roll about an NPC, you may let the Twist belong to
that NPC and roll here instead.

**Trigger**: identical to the core rule. The Twist Counter reaches 3. If
the roll that filled it came from a tool in this book, use this table.
Otherwise use the standard Twist Table.

**The doubles still answer the question.** Read them as *Yes, but…* and
resolve that answer first, as the core rules do. Then the Twist lands on
top of it.

Roll 2d6, one die for each column.

| D6  | What Changes              | How It Lands                                |
|:---:|---------------------------|---------------------------------------------|
|  1  | Their Agenda escalates    | Right now, before anyone is ready           |
|  2  | Their Agenda reverses     | And it drags someone else in                |
|  3  | Their Disposition hardens | But it costs them                           |
|  4  | Their Disposition softens | And it exposes something they meant to hide |
|  5  | A hidden Agenda surfaces  | And it touches the Protagonist’s past       |
|  6  | Someone else steps in     | In a way nobody saw coming, them included   |

Read the two halves as one beat and interpret it in the context of the
scene. *Their Disposition hardens, and it exposes something they meant
to hide*: the goodwill is gone, and in dropping it they let slip a
grudge they’d been sitting on. *Someone else steps in, right now*:
whoever is arriving is already in the room.

If the NPC has no Disposition yet, a Disposition result gives them one.
If they have no Agenda, an Agenda result does the same.

The Counter resets once the Twist resolves. Twist Intensity applies as
in the core rules: read how much pressure the scene has built before you
interpret. Any Leverage you hold expires, as with every Twist.

**Conversation or Character**: the same result reads differently
depending on the tool that triggered it. In a Conversation beat, *their
Agenda escalates* means they stop deflecting and start demanding or
threatening. In a Character beat, it means they stop waiting and act
before the Protagonist is ready.

**In a group scene**: if the roll was about a Foreground NPC, the Twist
lands on their own tags. If it was about a Background group, it lands on
the Group tag. *Someone else steps in* reads well there: a member steps
out of the crowd, and is Foreground from the moment they act.

**Someone else steps in, and the Cast List has a candidate**: check the
Cast List before you invent a stranger. If an existing entry’s Agenda
already points at this scene, that NPC steps in. Run their arrival as a
Character beat. Their Agenda can target the NPC already in the scene as
easily as it targets the Protagonist.

**A hidden Agenda surfaces, and promotion**: this result is often the
clearest sign that an NPC has crossed the Promotion Rule threshold.
Consider adding them to the Cast List on the spot.

### 📌 Example: Cast Twists

> Zahra’s third question to the informant: “Did the order come from
> inside Cartwright?” Equal dice, with the Counter already at 2. Yes,
> but… He nods, but he won’t say who gave it. The Counter fills. Roll: 5
> and 3. *A hidden Agenda surfaces, but it costs them.* He hasn’t been
> stalling out of fear alone. He is the one who told Cartwright Holdings
> where to find her, and he has just admitted it to the person he sold
> out. That wasn’t available to ask about a beat ago. It is now.

------------------------------------------------------------------------

## The Cast List

> **Optional module.** Use this chapter to keep recurring NPCs’ tags
> between scenes and sessions.

The other tools update tags mid-scene. Without a place to keep them, the
updates are gone when the scene ends, and the next time that NPC shows
up you rebuild their Agenda from memory. **The Cast List** is a single
running sheet, one row per NPC who has crossed the Promotion Rule
threshold.

**When an NPC gets a row**: when they keep showing up, or when they push
back against the Protagonist. One-scene NPCs stay as plain tags and
never reach the Cast List.

**What a row holds**:

| Field | Contents | Updated by |
|----|----|----|
| Name & Concept | One line, set at creation | Rarely changes |
| Voice | Their verbal signature, if rolled | Never |
| Agenda | What they want now | Character, Faction Beats, Cast Twists |
| Disposition | Their stance toward the Protagonist | Conversation, Cast Twists |
| Relationship | The Protagonist’s tag for them, if one has been earned | Relationships (core rules) |
| Last Seen | One line: where, and what changed | Every appearance |

**Disposition and Relationship are different tags.** Disposition is
theirs. Relationship is the Protagonist’s. An NPC can be *Wary but
civil* on the Cast List while the Protagonist’s sheet carries *Trusted
Informant*. That gap is often where the next scene comes from.

**A row or a full sheet?** A row is the light form of promotion, and for
most NPCs it is all you need. Write the full character sheet from the
core rules when you need Skills, Frailty, Gear, and Luck, which usually
means a Conflict is coming. For an NPC who has both, the row’s Agenda is
their Goal as it stands today, and the row stays as your index.

**Read it any time. Write it when the scene closes.** Check a row before
a reappearance or when a Cast Twist asks for a candidate. Resolve beats
as normal, then update the rows at the end of the scene. The core rules
ask the same discipline for relationship tags.

**Retiring an entry**: when an NPC’s thread closes because they are
dead, gone, or resolved, strike the row and keep it. A struck entry is
cheap continuity. A later Cast Twist can reach for a name already on the
page instead of inventing one.

**The Living World checkpoint gets shorter.** The core rules ask you, at
the end of an adventure, to note for each meaningful NPC whether the
relationship shifted, what they want now, and whether they are still in
play. With a Cast List, those answers are already in the rows. The
Living World step becomes a read-through that catches anyone you
skipped.

### 📌 Example: The Cast List

> | Name & Concept | Voice | Agenda | Disposition | Relationship | Last Seen |
> |----|----|----|----|----|----|
> | Tobias Wethern, Loyal Informant | Goes quiet when it turns personal | Protect his real source | Cautiously helpful, knows more than he’s letting on | Trusted Informant | Session 4. Gave up a name, flinched when asked for a second |
> | Cartwright Holdings, Predatory Conglomerate | none | Bury the leak before it reaches the press | none yet | none yet | Session 4. Sent the men who followed Zahra |

------------------------------------------------------------------------

## NPC Memory & Continuity

> **Optional module.** Use this chapter when a recurring NPC returns and
> what they carry from last time matters.

The Cast List tells you what is currently true. This chapter covers what
an NPC brings back with them when they reappear.

**Before the scene opens**, read the returning NPC’s Last Seen field and
decide whether they raise it or leave it unspoken. Most of the time
their Agenda and Disposition make that obvious. Decide and move on.

**A Last Seen entry has to be specific to be useful.** “Gave up a name,
flinched when asked for a second” supports a reappearance scene on its
own. “Was talked to” doesn’t. Write the field the way you’d want to read
it three sessions from now, cold.

**Referenced or acted on**: an NPC can mention what happened without
having changed because of it. That is color. An NPC whose Agenda is
different because of what happened carries a standing consequence, and
it should already be in their Cast row.

**How They Remember It**: roll this at most once per reappearance, and
only when their version of events matters to the scene. Ask: *“Do they
remember it the way it happened?”* A tag that would color the memory,
such as a grudge, a fondness, or wounded pride, grants Advantage or
Disadvantage as usual.

| Result | They remember it… |
|----|----|
| Yes, and… | Accurately, and they have thought about it since. They bring something new to it. |
| Yes… | Accurately. |
| Yes, but… | Accurately, but only their own part of it. |
| No, but… | Distorted, bigger or smaller than it was, but the feeling behind it is true. |
| No… | Wrong. They hold a version that didn’t happen. |
| No, and… | Wrong, and they have already acted on the mistake. |

Equal dice add 1 to the Twist Counter as usual.

> **If you own the *Character Builder’s Guide*.** This is its Unreliable
> Memory question, “Is this memory accurate?”, asked about the NPC
> instead of the Protagonist.

**If an NPC’s version contradicts the Protagonist’s**, let both stand
until something in play resolves it. Which version is true is a question
the story can answer later.

### 📌 Example: NPC Memory & Continuity

> Tobias Wethern reappears three sessions after giving up a name and
> flinching at the request for a second. His Disposition says he’d raise
> it, so he does. Does he remember it the way it happened? His tag
> *Ashamed of What He Gave Up* opposes that. Disadvantage. No, but…
> Distorted, with a true feeling behind it. He opens with “You didn’t
> have to push that hard,” and casts himself as the one who was
> cornered. He was the one holding information back. The shame is real.
> The story around it isn’t, and nobody corrects it on the spot.

------------------------------------------------------------------------

## Genre Notes

> **Optional module.** Use this chapter to calibrate the tools for a
> specific kind of fiction.

The tools are genre-neutral. What shifts by genre is which tool carries
the scene, how you read ambiguous results, and what Agenda and
Disposition tags tend to look like. These notes cover genres whose
tension comes from not knowing what someone will do.

### Noir

**Conversation carries the genre.** Interrogation and negotiation are
the plot. Character sees less use, because most opposition acts through
what it says.

- Read **No, but…** generously. A door in noir is rarely closed. It is
  expensive to open. Favor the “refusal reveals something” half of that
  result.
- Disposition tags skew toward *Evasive* and *Playing an Angle*. Open
  hostility is rare, because everyone is protecting something.
- *A hidden Agenda surfaces* is the genre’s signature beat. When a Cast
  Twist roll reads flat for the scene, take that result instead.

### Heist

**Group Dynamics carries the genre.** The opposition is guards, marks,
and staff, almost always Background. Character answers one question
again and again: is the plan still on schedule.

- Keep the Foreground bar high. A heist where every guard moves to
  Foreground turns into a firefight. The one guard who notices something
  should be rare.
- Run the Group tag as the plan’s pressure gauge. *The Floor Is Routine*
  shifting to *The Floor Is On Edge* tells you how the job is going.
- When a Group tag would escalate twice in the same job, move someone
  out of the group: the one guard who is now hunting the crew.

### Cosmic Horror

**Character carries the genre**, and carries it strangely. What you
emulate is often not a person. An Agenda for a thing that wants nothing
a human would recognize is the point of the exercise.

- Build Agendas around indifference or incomprehension: *Doesn’t
  Register Her as a Threat*, *Wants the Ritual Completed and Nothing
  Else*. A hostile tag makes the horror legible. An indifferent one
  doesn’t.
- **The horror sits in the Yes results.** A *Yes, and…* on a
  Conversation beat, where it answers and answers fully, is often more
  unsettling than a refusal.
- Reroll Voice results that read as quirky. The genre wants a voice that
  is *wrong*. “Speaks with unsettling calm regardless of the situation”
  does more work here than a nervous tic.

### Fantasy

**Conversation and Character share the genre evenly.** NPCs split
between what they say (court intrigue, oaths, prophecy) and what they do
(a knight’s charge, a sorcerer’s ritual).

- Agendas built on oaths create their own tension. A broken oath needs
  no roll: the fiction has already decided. Rewrite the NPC’s Agenda and
  Disposition on the spot.
- Disposition tags skew formal: *Bound by Fealty*, *Owed a Life-Debt*.
  Feudal and mythic settings run on obligation more than personality.
- *A hidden Agenda surfaces* suits a Nemesis reveal. The loyal knight
  who serves the prophecy instead of the crown is the genre’s oldest
  turn, and it still works.

### Cyberpunk

**Conversation, Group Dynamics, and Factions split the genre.** Fixers,
informants, and corporate handlers talk. Security details and drone
swarms act as Background. Character on a single NPC sees the least use.

- Disposition tags run on leverage more than feeling: *Owes the
  Protagonist a Favor*, *Reports to Someone Else*. Ask what the NPC’s
  employer would think before you ask what the NPC wants.
- The Group tag for corporate security escalates visibly and often:
  *Standard Patrol*, then *Facility Locked Down*, then *Extraction Team
  Inbound*. Cyberpunk opposition scales in tiers.
- *A hidden Agenda surfaces* often means the employer has changed. Give
  that organization its own Cast row and a Faction Beat.

### Post-Apocalyptic

**Character carries the genre.** Scarcity makes every NPC’s next move a
survival calculation. What they say in Conversation usually narrates a
decision already made.

- Build Agendas around resources: *Needs Medicine for Someone*, *Guards
  the Last Working Well*. Even a hostile Agenda should trace back to
  something concrete they lack.
- Read **No, and…** literally more often than elsewhere. An NPC who
  backs off with nothing may not survive the week.
- Give scavenger bands and raider packs a Group tag with a resource
  state, *Low on Ammo* or *Recently Fed*, and let it drift with the
  situation.

### Western

**Conversation and Character alternate scene by scene.** The negotiation
is Conversation. The standoff after it is Character.

- Disposition tags run on reputation: *Heard What You Did in Redstone*,
  *Doesn’t Believe the Rumors*. An NPC’s stance is often set before they
  meet the Protagonist.
- *Someone else steps in* is the genre’s classic beat: the duel
  interrupted by a third gun.
- Prefer blunt Concept results, such as *Weathered Guide* or *Bitter
  Rival*. Reroll anything ornate.

### Where These Tools Recede

Some games are about running a procedure: a dungeon crawl, a mecha
loadout. Depth of cast is not what those games are for. Quick-Build
covers what they need. Skip the Cast List for anyone who isn’t carrying
the story, and let Character resolve as a single roll.

------------------------------------------------------------------------

## Worked Examples

### Noir Infiltration

**Framing**: Zahra breaks into a Cartwright Holdings records floor after
hours, looking for the shipping manifests that tie the company to the
men who followed her. *Where*: a quiet records floor at midnight, HVAC
drone, one cleaning cart. *Who*: unknown yet. *What*: copy the manifests
and get out.

**Triage**: a cleaning crew is working the far end with headphones in.
Can they change how the scene goes? No. **Dressing**. Security is doing
rounds. Can they change the scene? Yes. Does it turn on one person in
particular? Not yet. **Background**, with a Group tag: *Routine Rounds*.

**Beat 1, standard Oracle**: “Does Zahra find the manifests in the first
cabinet she checks?” No, but… They aren’t there, but a labeled folder
points to a second archive room.

**Beat 2, the Group tag**: the rounds are due, and the question is
Zahra’s: “Does the patrol pass without noticing anything?” *Routine
Rounds* describes the patrol without favoring either side. Plain roll.
No, but… The supervisor stops. She hasn’t seen Zahra, but she has seen
the open cabinet drawer.

**Breaking out**: the scene now turns on what one person does. The
supervisor moves to **Foreground**. Quick-Build: Concept 35, *Disgraced
Officer*. Agenda 16, *Reclaim their position*.

**Beat 3, Character**: “Does she search the floor herself instead of
calling it in?” Catching an intruder alone would advance her Agenda. Her
Concept supports it: a disgraced officer can’t afford another false
alarm on her record. Advantage. Yes, but… She searches, but she does it
alone and without telling the desk. One opponent, not a team.

**Beat 4, Conversation**: Zahra steps out and tries a cover story. The
supervisor needs a Disposition now. Roll 24: *Wary but civil, knows the
basics*. She knows nobody is scheduled on this floor tonight. “Does she
accept the story?” Her Stance opposes it. Disadvantage. The dice land
equal, with the Counter at 2. Yes, but… She accepts the badge for the
moment, but she wants to walk Zahra down to the desk to confirm it. The
Counter fills.

**Cast Twist**: roll 3 and 2. *Their Disposition hardens, and it drags
someone else in.* The scene has been building pressure since the open
drawer, so the Twist lands hard. Halfway to the elevator she changes her
mind and thumbs her radio. Two guards are on their way up. Her
Disposition is now *Openly hostile*.

**Group tag update**: *Routine Rounds* becomes *Floor Locked Down*. No
roll. The tag already says what the rest of the floor does. Zahra runs.

**Closing**: the goal is blocked. Zahra has the second-archive lead, no
manifests, and a building that knows someone was here. The scene closes.
Roll the Scene Transition as usual.

**Cast update**: the supervisor pushed back, so she gets a row.

| Name & Concept | Voice | Agenda | Disposition | Relationship | Last Seen |
|----|----|----|----|----|----|
| Reyes, Disgraced Officer | not rolled | Reclaim her position, now by finding who was on her floor | Openly hostile, knows the basics | none yet | Records floor. Called in the alarm. Saw Zahra’s face, doesn’t know what she was after |

### Cyberpunk Extraction

Cyberpunk is where Conversation, Group Dynamics, and Factions as Actors
do the most combined work, so this example uses all three, plus the two
chapters the first example skipped: NPC Voice and NPC Memory &
Continuity.

**Framing**: Mireille Okafor needs root access to Solvane Dynamics’
internal directory to prove that a mid-level executive falsified safety
data. *Where*: a server closet in a building Solvane leases, three
floors below a noodle bar. *Who*: her fixer, Doss, and whoever is
working the night shift. *What*: get in, copy the directory, get out
clean.

**Cast check, Memory**: Doss already has a row. *Doss, Weary Informant.
Agenda: Clear his debt to Solvane before they collect another way.
Disposition: Cautiously helpful. Relationship: Fixer Who Delivers. Last
Seen: the Harbor job. Alarm tripped early, both got out, he lost his
cut.* His version of the Harbor job matters tonight, so it gets a roll.
“Does he remember it the way it happened?” No tag bears on it. Plain
roll. No… Wrong. In his version, she tripped the alarm. He opens with
it.

**NPC Voice**: Doss has never had a Voice roll, so he gets one now: 43,
uses formal address no matter how well they know you. He has called her
“Ms. Okafor” since the day they met.

**Beat 1, standard Oracle**: “Does the closet’s badge reader still run
last month’s firmware?” No, but… It has been patched, but the update log
names the person who did it. A name for another day.

**Beat 2, Conversation**: Mireille pushes Doss for a passkey he’s
holding back. “Does he hand it over?” *Cautiously helpful* supports it.
Advantage. Yes, but… He hands it over, but he wants paid now, not when
the job clears.

**Beat 3, the Group tag**: the night shift can change this scene, and no
one of them in particular matters yet. **Background**, tagged *Running
Behind on Rounds*. A tech wanders toward the closet, and the question is
Mireille’s: “Does he walk past?” The tag supports it. Advantage. Yes… He
walks past. Nobody leaves the group, and the scene moves on.

**Beat 4, Character**: a guard stops at the closet door while Mireille
is elbow-deep in the rack. Doss is the one standing outside. From his
side, with his Agenda: “Does he give her up to square his debt?” She
paid him ten minutes ago, and that opposes the move. Disadvantage. The
dice land equal, with the Counter at 2. Yes, but… He starts to.
“Ms. Okafor is” gets out of his mouth, and now the guard knows Doss is
part of whatever this is. The Counter fills.

**Cast Twist**: roll 6 and 6. *Someone else steps in, in a way nobody
saw coming, them included.* Nothing on the Cast List points at this
closet tonight, so it’s a new face. A courier walks into the corridor,
asks for Doss by name, and holds out an envelope with Solvane’s
collections seal on it. The courier did not expect a guard. Everyone
freezes, and Mireille finishes the copy.

**Closing**: the goal is resolved. Mireille has the directory. The scene
closes. Roll the Scene Transition as usual.

**Faction Beat**: the scene hit Solvane directly, so it gets one.
Concept: *Bloated Corporation*. Agenda: *Protect the Falsified Data*.
“Does Solvane trace the breach to Mireille before her next scene?” A
bloated corporation is slow, and that opposes the move. Disadvantage.
No, but… It holds, but a sign of intent leaks: the badge log from Beat 1
is flagged for audit, and Doss’s account is frozen pending a
conversation. Mireille will find out when he calls her.

**Cast update**: Doss’s row gets his Voice, a new Disposition, and a new
Last Seen. Mireille heard him start to say her name, so her relationship
tag changes too. Solvane has pushed back and gets a row. The courier
acted, which makes them Foreground for the next scene, with a
Quick-Build waiting.

| Name & Concept | Voice | Agenda | Disposition | Relationship | Last Seen |
|----|----|----|----|----|----|
| Doss, Weary Informant | Formal address, always | Clear his debt to Solvane before they collect another way | Secretly conflicted | Fixer Who Almost Sold Me | Server closet. Started to give her up, a guard heard it. Solvane’s courier found him there |
| Solvane Dynamics, Bloated Corporation | none | Protect the falsified data | none yet | none yet | After the closet job. Badge log flagged for audit, Doss’s account frozen. Not yet revealed |

------------------------------------------------------------------------

## Appendix: Judgment Calls

Short answers to the edge cases that come up once the tools are in use.

**An NPC has no tags, and the scene needs a reaction.** If the fiction
answers, use the fiction. If two reactions are equally plausible and you
notice yourself choosing, Quick-Build them on the spot, mid-beat if that
is when the need shows up.

**A Background group and a faction both apply.** Use the Group tag for
what happens in the room now. Use the faction for what the organization
does once the room empties. Guards run on tonight’s Group tag. Their
employer gets a Faction Beat at the Scene Transition.

**Two Cast rows contradict each other.** Trust the more recent one and
treat the contradiction as fiction. An Agenda can shift without a Cast
Twist. Update the row when you notice it happened.

**A Character result would hurt the Protagonist directly.** The result
sets the attempt. The outcome is the Protagonist’s roll or a Conflict.

**A Meanwhile scene and a Faction Beat fall on the same Scene
Transition.** They are the same turn. Run Meanwhile, and use the Faction
Beat for its first step if the power-holder is an organization. Don’t
run both.

**The extra rolls are firing Twists too often.** Doubles come up on one
roll in six, whatever the dice pool, so more rolls mean more Twists. If
the pace is too hot, you are rolling for NPCs the fiction could have
answered. Go back to the Triage.

**When should you not roll at all?** Most of the time. The default state
for any NPC is no tag, no roll, and plain description, exactly as it was
before you owned this book. Nothing here should end with the Protagonist
rolling for the cat.

------------------------------------------------------------------------

## Appendix: Quick Reference

**The Triage**

1.  Can they change how this scene goes? No: Dressing.
2.  Does the scene turn on what one of them does? No: Background (one
    Group tag). Yes: Foreground.

**The Tools**

| Tool | Needs | Question framed from | Yes means | Modified by |
|----|----|----|----|----|
| Conversation | Disposition | The Protagonist’s side | The Protagonist gets what they asked for | Disposition, Protagonist’s tags |
| Character | Agenda | The NPC’s side | The NPC advances their Agenda | Concept, conditions, the scene. Never the Agenda |
| Group tag, acted on | Group tag | The Protagonist’s side | The Protagonist gets what they want | Group tag, Protagonist’s tags |
| Group tag, acting | Group tag | The group’s side | The group does what its tag points to | Circumstances. Never the Group tag |
| Faction Beat | Concept, Agenda | The faction’s side | The faction advances its Agenda | Concept, what the last scene did to it |
| How They Remember It | Last Seen | Neutral | The memory is accurate | Tags that color the memory |

**Limits**

- One roll per beat. A beat is a topic or a move.
- One Voice roll per NPC, ever.
- One Faction Beat per Scene Transition, at most.
- One memory roll per reappearance, at most.
- Rolls against the Protagonist stay player-facing. No tool here runs
  inside Harm & Luck.

**Twists**: equal dice always add 1 to the Counter. At 3, resolve the
*Yes, but…*, then roll the Cast Twist table if the roll was about an
NPC.

------------------------------------------------------------------------

## Appendix: The Cast List Sheet

A blank version of the table from The Cast List. Add a row when an NPC
crosses the Promotion Rule threshold. When their thread closes, strike
the row and keep it.

| Name & Concept | Voice | Agenda | Disposition | Relationship | Last Seen |
|----------------|-------|--------|-------------|--------------|-----------|
|                |       |        |             |              |           |
|                |       |        |             |              |           |
|                |       |        |             |              |           |
|                |       |        |             |              |           |

------------------------------------------------------------------------

## License

Loner 4e: Character Emulator

© 2026 Roberto Bisceglie

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