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loners [2024/10/19 06:18] – [Code of Honor] adminloners [2025/07/24 11:37] (current) – [Related Pages and Further Information] admin
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-===== LONERS =====+=== Races | Factions, Tribes & Movements ===
  
-Loners are a subset of [[outlaws|Outlaws]] on the [[dark_side|Dark Side]] of [[the_planet_voi_700_d|VOI 700 D]], known for living outside the established order and without allegiance to any group. Unlike larger outlaw gangs like the J[[jane_bold_gang|ane Mendoza Gang]], Loners operate independently and follow a personal code, making them unpredictable and dangerous.+====== LONERS ======
  
-==== Lifestyle and Location ====+===== Overview =====
  
-Loners typically reside along the [[trade_route|Trade Route]] and its surrounding infrastructure, such as the [[halfway_inn|Halfway Inn]], where they survive through robberies and occasional contract jobs for the larger outlaw gangs. Most Loners reject the structure of human society and prefer self-sufficiency.+Loners are a subset of [[outlaws|Outlaws]] on the [[dark_side|Dark Side]] of [[the_planet_voi_700_d|VOI 700 D]], known for their rejection of societal structures and independence from organized factions like the [[jane_bold_gang|Jane Mendoza Gang]]. Operating as solitary wanderers, they live by a personal code, making them highly unpredictable yet guided by a certain honor.
  
-==== Anarchist Ideals ====+===== Historical Context =====
  
-Loners do not believe in collaboration or organized human communities. They embrace anarchist ideals, focusing on personal freedom and independence. Unlike gangs, which rely on group dynamics, Loners prefer to "mind their own business" and avoid forming alliances unless absolutely necessary for survival.+Loners emerged after the signing of the [[peace_treaty|Peace Treaty]] when many individuals rejected the [[federal_confederation|Federal Confederation]]'s rigid rules. These individuals, unwilling or unable to integrate into structured communities or outlaw gangs, chose a solitary path. Their numbers have grown steadily, with an estimated 30 Loners scattered across the Dark Side.
  
-==== Code of Honor ====+Their disconnection from any larger faction has often placed them in precarious situations, but their self-sufficiency and survival skills have allowed them to thrive in a hostile environment. 
  
-Despite their anarchist nature, Loners live by a code of honor that includes four main rules: +===== Beliefs and Lifestyle =====
  
-**1. Mind Your Business:** Each Loner focuses solely on their own affairs, without interfering in others' matters. +  * **Anarchist Ideals:** Loners embrace anarchist principles, valuing personal freedom above all else. They reject any form of collective authority, preferring to “mind their own business” and avoid alliances unless survival necessitates cooperation.
-**2. Respect Territorial Boundaries:** Loners defend their territory and never intrude on others' space. +
-**3. No Betrayal:** Trust is sacred, and breaking it is unforgivable. +
-**4. No Harm to Children:** Children must never be harmed or involved in criminal activities. +
-==== Survival and Activities ====+
  
-There are an estimated 30 Loners scattered across the Dark Side. They rely on theft, particularly from [[federal_courier_service|Federal Courier Service]] merchant caravans, and small contracts for other gangs. They are highly territorial, and their law of the strongest ensures that only the most cunning and capable can survive in their world.+  * **Nomadic Existence:** Loners are perpetually on the move, following the mantra, “Never stay longer than it takes to recover and have a nice dream.” They travel light, carrying only essential items in their saddlebags, often crafted from stolen or scavenged materials.
  
 +  * **Code of Honor:** Despite their solitary lifestyle, Loners adhere to a personal code:
  
 +  * **Mind Your Business:** Focus solely on personal survival and avoid meddling in others’ affairs. Respect Territorial Boundaries: Never intrude on another Loner’s domain.
  
 +  * **No Betrayal:** Trust, when given, is sacred and never broken.
 +
 +  * **No Harm to Children:** Children are off-limits, both as targets and participants in criminal activities.
 +
 +===== Survival and Activities =====
 +
 +Loners rely on a combination of theft, scavenging, and occasional contract work for larger outlaw factions. Their survival is governed by a Darwinian law of the strongest, ensuring only the most resourceful endure.
 +
 +==== Equipment and Supplies ====
 +
 +Loners carry all their belongings in saddlebags attached to their Hoos. Common items include:
 +
 +  * Dry wood and two firestones for warmth and cooking.
 +  * Lightweight pots and stolen tins from the [[federal_food_plant|Federal Food Plant]].
 +  * Sleeping bags, often crafted from [[naka_tula|Naka Tula]] skin for warmth and durability.
 +  * Black market or scavenged gear, tailored for survival on the Dark Side.
 +
 +===== Campsites and Shelter =====
 +
 +Loners rarely set up permanent shelters. When stopping to rest, they rely on simple, temporary setups:
 +
 +  * **Campsites:** Built in secluded locations, often shielded from the harsh winds and predators of the Dark Side.
 +  * **Firestones:** Used to heat food and warm their surroundings without creating visible flames.
 +  * **Quick Exits:** Campsites are always prepared for an abrupt departure, ensuring no trail is left behind.
 +
 +===== Armament and Equipment =====
 +
 +Loners are self-reliant but opportunistic in acquiring weapons and gear.
 +
 +  * **Typical Armament:** Includes [[windstrike_rifle|Windstrike Rifles]], [[federal_gun_crossbow|Federal Gun Crossbow]], [[federal_stun_gun|Federal Stun Guns]], and melee weapons scavenged or stolen from trade caravans or Federal supply lines.
 +  * **Unique Tools:** Loners often modify their weapons for stealth and efficiency, tailoring them for survival rather than confrontation.
 +
 +===== Tactical Advice for Dungeon Masters =====
 +
 +  * **Unpredictable Encounters:** Use Loners as wildcard NPCs who can serve as allies, neutral parties, or antagonists depending on player actions.
 +  * **Resource Challenges:** Introduce Loners to highlight the scarcity of resources and the players' reliance on negotiation or bartering.
 +  * **Moral Dilemmas:** Loners often carry items of dubious origin, forcing players to weigh their survival against ethical choices.
 +  * **Dynamic Combat:** If provoked, a Loner’s intimate knowledge of their environment and resourceful tactics can turn a straightforward fight into a challenging encounter.
 +
 +
 +
 +===== Related Pages and Further Information =====
 +
 +  * [[dark_side|The Dark Side]]
 +  * [[ralar_region|Region Ralar]]
 +  * [[outlaws|Outlaws]]
 +  * [[jane_bold_gang|Jane Mendoza Gang]]
 +  * [[drop-outs|Drop Outs]]
 +
 +**Known Loners:**
 +
 +  * **Vaclav Bermuda** (Former Founder and Director of Bermuda Inc.): [[vaclav_bermuda|Vaclav Bermuda]]
 +  * **Nikita Smirnow** (Former [[free_state_courier_riders|Free State Courier Rider]]): [[Nikita Smirnow|Nikita Smirnow]]
 +  * **Vincent Montoya** (Former Service Bot Technician): [[Vincent Montoya|Vincent Montoya]]
loners.1729318737.txt.gz · Last modified: 2024/10/19 06:18 by admin

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