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100% found this document useful (1 vote)
403 views69 pages

Loner V3.0

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Uploaded by

Pa Dooley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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LONER

ANOTHER SOLO RPG


3rd Edition
LONER
ANOTHER SOLO RPG

CORE RULES
3rd Edition

ZOTIQUEST GAMES
what is loner? .........................................................................3
choose a genre or setting .................................................6
creating your protagonist ...............................................6
everything is a character! ............................................. 10
descriptive tags ...................................................................12
before the adventure........................................................13
start your game ...................................................................14
keep the action in motion ............................................... 18
identify your expectations ............................................ 20
consulting the oracle ......................................................21
advantage and disadvantage ......................................... 24
interpreting the oracle .................................................. 27
sibylline responses ............................................................31
twist counter ...................................................................... 32
determine the twist .......................................................... 34
conflicts ................................................................................ 35
harm & luck ........................................................................... 39
determine the mood of the next scene ..................... 42
open-ended question or get inspired ........................ 44
when the story ends......................................................... 48
loner together.................................................................... 49
the adventure maker ........................................................ 50
afterword ............................................................................. 59
credits ..................................................................................... 59
appendix a: loner diceless .............................................. 60
appendix b: oracle resolution matrix ....................... 63
appendix c: loner cheatsheet ....................................... 64

Loner v.3.0

© 2025 Roberto Bisceglie

This work is licensed under the Creative Commons Attribu-


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

2 loner
what is loner?
Loner is a minimalist solo role-playing game. It is designed
for a single character — your Protagonist — who will navi-
gate an unfolding story driven by your choices and an un-
predictable Oracle.

Unlike structured solo adventures with pre-set paths, Loner


allows you to shape your own narrative dynamically. Instead
of choosing from pre-set outcomes, you ask the Oracle
questions, interpret its cryptic answers, and weave unex-
pected twists into your journey.The game is improvisational,
emergent, and surprising.

Every session of Loner is a blend of structure and unpre-


dictability.You make choices, test assumptions, and occa-
sionally find that the world has different plans than you ex-
pected. When that happens, it's time to adapt — and let the
story take you somewhere new.

Loner follows these design principles:

1. Portable – All you need is a few six-sided dice, a way to


write things down, and your imagination.

2. Rules-Light – With just one core mechanic, Loner is easy


to learn and quick to play.

3. Tag-Based – Characters, events, and objects are defined


descriptively rather than numerically.
4. Emergent & Open-Ended – There are no pre-written sto-
ries; every session generates its own narrative.
The game is designed for quick, fluid storytelling without
tactical complexity or number crunching. You can play as a
lone wanderer in a ruined world, a spy on the run, or a rogue
AI navigating cyberspace. Loner adapts to your vision.

what is a role-playing game (rpg)?


A role-playing game (RPG) is a storytelling experience
where you take on the role of a character and make deci-
sions that shape their journey. Typically, RPGs are played
with more than one person and a game master (GM) who
creates challenges and controls the game world. However,
in a solo RPG like Loner, you play the role of both the player
and the storyteller.

core rules 3
4 loner
how loner is different?
Unlike other RPGs or gamebooks with predefined choices,
Loner is an emergent narrative game. You create the story
as you play. Instead of following a script, you ask the Oracle
closed questions (Yes/No), which makes the story more un-
certain and surprising. This creates an unpredictable story.

The game world isn't set in stone from the start; it responds
to your character's actions, motivations, and circumstances
as the game progresses. You set the stage, the Oracle twists
fate, and together, they shape a unique adventure every
time you play.

playing safely
When you play alone, you have complete control over your
experience. Loner lets you explore any story, but you also set
the limits. Some themes might be intense or emotionally
challenging. If they are, adjust them as needed. Take breaks,
change the focus, or step away if something feels uncom-
fortable. The game exists to help you express your creativity;
it's not trying to make you feel distressed.

Since you're the only player, you don't need formal safety
tools like in group RPGs. Instead, follow one simple rule: If a
scene makes you uncomfortable, change it. You can
rewind, reframe, or step back entirely.

The goal of Loner is to enjoy the journey, not force yourself


through anything that doesn't feel right.

what you need to play


To play Loner, you only need a few basic tools:

◆ 4 six-sided dice (d6s) – two pairs of different colors.


◆ Paper and writing tools – a scrap sheet and a pencil
work fine, but index cards or sticky notes can help.
◆ Character sheet – use the one provided at the back of
this book or a simple notecard.

Optional but useful:

Notebook – Loner isn't a journaling game, but you might


want to jot down notes about characters, locations, and on-
going storylines. This helps keep things consistent when
you play more than once.

That's it! There is no rulebook to memorize, no stacks of ma-


terials — just a handful of dice and your imagination.

core rules 5
choose a genre or setting
Every Loner adventure takes place in a different imaginary
world. You get to choose the world before you play. This can
be:

◆ A setting from your favorite TV series, book, or RPG.


◆ A genre you already love or one you’re curious to ex-
plore.
◆ A world built from randomly generated tropes.

If you need inspiration:

◆ Look up trope lists (search online for common themes


in fiction).
◆ Use the Adventure Packs found later in this book.
◆ Let your character shape the world — define them
first, then build the setting around them.

There’s no right or wrong way to do it. The story will take


shape as you play, whether you start with the world or the
character.

creating your protagonist


Your character — the Protagonist — is the most important
part of your story. They don't have statistics; instead, they
are defined by descriptive traits that shape how they inter-
act with the world.

step-by-step character creation


1. Choose a Name – Pick a name that fits the tone and set-
ting of your story.
2. Define a Concept – Summarize your character in a short
phrase.
3. Select Two Skills – Unique abilities or expertise.
4. Choose a Frailty – A weakness, flaw, or personal strug-
gle.
5. Pick Two Pieces of Gear – Specialized equipment rele-
vant to the setting.
6. Set a Goal & Motive – Define what your Protagonist is
trying to achieve and why.
7. Identify a Nemesis (Optional) – A rival, enemy, or oppos-
ing force.
8. Start with 6 Luck – it's your ability to avoid failure and
resets after conflicts.

6 loner
what makes a good concept?
A Concept is like a label for your character. It tells you what
they are in just one sentence. The best concepts are evoca-
tive and concise, giving an immediate sense of personality,
role, or history.

Good Examples:

◆ Cunning Bounty Hunter – suggests expertise in track-


ing and deception.
◆ Haunted Scholar – suggests knowledge, but also a bur-
den.
◆ Exiled Warlock – hints at power and a troubled past.

Weak Examples:

◆ Strong Fighter – too generic. What makes them


unique?
◆ Heroic Person – not specific enough. What do they ac-
tually do?
◆ Jack of All Trades – vague, doesn’t provide a strong
identity.
Think of the Concept as your elevator pitch — it should tell
you, at a glance, who this character is.

what makes a good skill?


Skills in Loner are qualitative rather than numerical. Instead
of bonuses or stats, a Skill is a descriptor that grants narra-
tive permission — it tells you what your character is capable
of doing.

Good Examples:

◆ Engine Whisperer – suggests a deep, almost intuitive


understanding of mechanics.
◆ Shadow Walker – implies stealth and movement in
darkness.
◆ Tactician’s Mind – allows for strategic thinking and
planning.

Weak Examples:

◆ Strong – too broad; what kind of strength?


◆ Smart – vague; in what area?
◆ Combat – doesn’t indicate a specialty or style.
When choosing a Skill, ask: How does this change the way
my character interacts with the world? If it’s too broad, re-
fine it to something more specific.

core rules 7
why goal, motive, and nemesis should
emerge from play
These three elements are closely related to the story and so
it's best to choose them based on the game's context in-
stead of picking them from a random list.

The Goal defines what your character is actively working to-


ward.

◆ The Motive explains why they pursue it.


◆ The Nemesis is what stands in their way — this can be
a person, an organization, or even an abstract force.

Since Loner is an emergent storytelling game, these should


be chosen based on the setting, tone, and first moments
of play rather than from a random generator.

If chosen organically:

◆ The story unfolds naturally, and the Goal is driven by in-


game events.
◆ The Motive has weight because it emerges from play.
◆ The Nemesis grows into a real antagonist with personal
stakes.

If chosen randomly:

Your character might have a Goal that feels disconnected


from the setting.

◆ The Motive might be unclear or unimportant.


◆ A Nemesis that doesn’t fit the world weakens the ten-
sion of the story.

Approach Outcome

The Goal, Motive, and Nemesis evolve


Organically naturally from in-game events, making
them more meaningful and immersive.

These elements may feel disconnected


Randomly from the story, weakening character
depth and narrative stakes.

8 loner
example
◆ Zahra Nakajima
◆ Concept: Witty Street Cat
◆ Skills: Streetwise, Nimble
◆ Frailty: Merciful
◆ Gear: Knife, Low O2 Supplement
◆ Goal: Obtain unknown technology to save her
planet
◆ Motive: She feels responsible for her home’s sur-
vival
◆ Nemesis: The Naturalist Order, a group that seeks
to suppress technological progress
◆ Luck: 6

Here, Zahra’s Goal and Nemesis aren’t arbitrary — they


come from the world and story she inhabits. Her Motive ties
into her personality, creating emotional stakes that make
the journey meaningful.
If you’re unsure about your Goal, Motive, or Nemesis, start
playing! Let the first scenes shape these elements instead
of deciding everything upfront.
core rules 9
everything is a character!
In Loner, anything that plays a meaningful role in the story
— whether a person, a spaceship, or an ancient curse — is
treated like a character. This means the same descriptive
approach used for your Protagonist applies to everything
that matters in the game world.

living characters (npcs, foes,


organizations)
Any person, creature, or faction that has a distinct role in
the story follows the same structure as the Protagonist:

◆ They have a Concept that defines their identity.


◆ They may have Skills and Frailties, just like the Protag-
onist.
◆ They may have Goals, Motives, or Nemeses.
◆ They interact with the world through Tags, influencing
how scenes unfold.

example
◆ Caine Trask
◆ Concept: Ruthless Lawman
◆ Skills: Tracker, Quick Draw
◆ Frailty: Bound by Honor
◆ Gear: Plasma Revolver, High-End Surveillance
Drone
◆ Goal: Capture fugitives and criminals at any cost
◆ Motive: Believes justice is absolute, no room for
negotiation
◆ Nemesis: The Shadow Syndicate, a criminal net-
work that always slips through his fingers
◆ Luck: 6

10 loner
non-living characters (objects, vehicles,
curses)
Not everything in Loner is alive, but if something actively
influences the story, it is treated as a character. Unlike liv-
ing beings:

◆ They have a Concept, Skills and Frailties.


◆ They don’t have Goals, Motives, or Nemeses.
◆ They are defined by their function and impact on the
story.
◆ They still use Tags to shape how they are used or over-
come.

example
The Century Skylark
◆ Concept: Spacecraft in bad shape
◆ Skills: Hyperjump Drive, Camouflage Circuits
◆ Frailty: Midlife Courier
◆ Luck: 6

core rules 11
descriptive tags
Tags are short descriptive phrases that define and shape
the game world. They don’t use numbers or stats — just
words that matter in play.

Everything in Loner — characters, places, objects, and


events — can have Tags. These tags help determine how sit-
uations unfold and whether a character has an Advantage
or Disadvantage in a scene.

types of tags
Tags generally fall into three broad categories:

◆ Character Traits – Describe a character’s skills, flaws,


goals, or motives. These shape what they excel at and
what holds them back.
Examples: Veteran Marksman, Haunted by the Past,
Driven by Revenge
◆ Details – Define the environment, objects, or situa-
tional features that could influence the story.
Examples: Dimly Lit Corridor, High-Security Vault,
Crumbling Bridge
◆ Conditions – Represent temporary or lasting effects
that change how a character acts or what they must
overcome.
Examples: Wounded Leg, Feared by Locals, Wanted by
the Law

how tags affect play


Tags provide context, not math. They don’t work like stats
or bonuses; instead, they determine whether a character
has an edge or a setback in a given situation. If a Tag is rel-
evant, it might grant Advantage or Disadvantage on a roll.

Good Use of Tags:

◆ The vault is tagged High-Security Vault — this makes


lockpicking harder, so the player rolls with Disadvan-
tage.
◆ A Protagonist with a Veteran Marksman Skill is shoot-
ing in a duel — this gives them Advantage.

12 loner
What Tags Are NOT:

◆ A numerical rating or score (+2 Strength is not a Tag).


◆ A passive trait that never impacts play (Nice Person
isn’t a strong Tag unless it changes outcomes).

Think of Tags as narrative signposts — they describe things


in a way that directly affects the unfolding story..

before the adventure


You can jump straight into the game, but it's a good idea to
take a little time to set the stage. This can make your ad-
venture more immersive and interconnected.

build a web of connections


◆ Your Nemesis is an NPC – If you’ve defined a Nemesis,
you’ve already created a key Non-Player Character
(NPC). Write down their details separately — you’ll
likely cross paths again.
◆ Allies and Contacts – Does your Protagonist have
friends, mentors, or rivals? List them out with a short
description so they can appear organically during play.

Preparing in advance will help your world feel more realistic


and connected as you play.

track your world


Beyond characters, consider noting:
◆ Important Locations – Places that might be revisited,
such as a criminal hideout, a hidden temple, or a war-
torn city.
◆ Major Events – Significant events that shape the story,
such as a rebellion or an impending disaster.

These don’t have to be fully detailed — just quick notes that


give you something to draw from when the story takes un-
expected turns.

A little preparation goes a long way, ensuring your world


feels rich and interconnected as you play.

core rules 13
start your game
Every great adventure begins somewhere. In Loner, you de-
fine the starting scene by deciding where your Protagonist
is right now and what immediate challenge they face.

There are two main ways to begin:

1. drop into the action (dramatic scene)


Start in the middle of a tense, dynamic moment — your
Protagonist is already escaping, fighting, negotiating, or
uncovering a secret.

Builds momentum immediately — the story starts in


motion rather than in planning.

Easy to improvise — the scene itself suggests the next


logical actions.

EXAMPLE:

Your Protagonist is running through a neon-lit alley,


gunfire behind them. A rival bounty hunter is closing
in — do they find cover in time?

This technique is borrowed from fiction and film, where be-


ginning with action hooks the audience. Imagine the open-
ing of Raiders of the Lost Ark: Indiana Jones is already in-
side the temple, dodging traps. Much more engaging than
starting with him reading a book at home!

TIP: A dramatic opening doesn’t need combat — it just


needs tension, urgency, or a clear conflict to resolve.

2. frame the adventure first


If you prefer structure, use the 5W+H method (Who, What,
Why, Where, How, plus Obstacle). This gives you a mission
framework before jumping into the story.

ASK:

◆ Who? (Who initiates the story?)


◆ What? (What mission or task is at hand?)
◆ Why? (Why does the Protagonist care?)
◆ Where? (Where does the adventure take place?)
◆ How? (How does the story begin — what sets events
into motion?)
◆ Obstacle? (What immediately stands in the way?)

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

1 Authority Rescue Help

2 Organization Protection Fortune

Ally (friend, rel-


3 ative) Exploit Coercion

4 Mentor Explore Impulse

5 Help-seeker Escape Ambition

6 Blackmailer Pursuit Revenge

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

Casual en-
1 Person
counter
Opposition

Old acquain-
2 Group
tance
Deception

3 Treasure Rumors Environment

4 Location Capture Disguise

5 McGuffin Mishap Time

Object (map,
6 Confession
journal, letter)
Space

core rules 15
Gives a concrete premise — your Protagonist has a clear
goal from the start.

Helps with structured play — you know what’s at stake


before the first scene.

EXAMPLE:

◆ Who? Mentor
◆ What? Exploit
◆ Why? Help
◆ Where? McGuffin
◆ How? Rumors
◆ Obstacle? Time
Tobias Wethern took Zahra under his wing when her
parents died. That’s why she can’t say no to him now.
Tobias wants Zahra to steal a datapad from the
Leton Corporation’s subsidiary. He doesn’t know ex-
actly where it’s stored, but in 24 hours, security will
move it to another location — so there’s no time to
waste.
16 loner
which one should you use?
Dramatic Scene: Best if you want to jump right in and
discover the story as you play.

Framed Setup: Best if you want a structured mission


goal before the first scene.

You don’t have to choose just one — you can combine


both:

1. Use a frame to set up the mission.


2. Then, start with a dramatic scene.

EXAMPLE: You frame a mission (steal a data drive from


a rival hacker) — but instead of starting at the planning
stage, you drop into the action (the Protagonist is already
inside the hacker’s apartment, alarms blaring!).

Both methods serve different play styles, but together they


create a strong opening for any adventure.

let the story unfold


Once you’ve set up the first scene, start playing! The Oracle
will guide what happens next, shaping the twists and sur-
prises along the way.

core rules 17
keep the action in motion
A game of Loner is made up of a series of scenes. Each
scene is a different moment in time where something
meaningful happens.

Each scene has a short-term goal. A short-term goal is a sin-


gle action, challenge, or discovery that moves the story for-
ward.

the three-step scene flow


Every scene follows a natural rhythm:

1. Identify your Expectations – What does your Protago-


nist want to achieve? Look at their traits, goal, and mo-
tivation to determine their action. How do you expect
the world to react?
2. Test your Expectations – If an outcome isn’t obvious (or
if overconfidence tempts fate), consult the Oracle with a
Yes/No question. Use Tags to determine if the Protago-
nist has an [Advantage or Disadvantage](#advantage-
and-disadvantage).
3. Interpret the Result – The Oracle’s answer may confirm
your expectations or subvert them. How does this out-
come reshape the scene? What new possibilities
emerge?
At first, you may want to follow this structure deliberately,
but with practice, it will become second nature — allowing
the story to flow naturally.

18 loner
2

core rules 19
identify your expectations
Your Protagonist’s traits, goals, and motivations shape how
they interact with the world. In any given scene, you will
naturally have expectations about what makes sense
based on these factors.

Expectations help guide the story, but they don’t always re-
quire a roll. If an action has an obvious and logical out-
come, let it happen. However, when there’s uncertainty,
risk, or the chance for surprise, it’s time to test that expec-
tation by consulting the Oracle.

when to ask the oracle


◆ If the outcome is obvious → No need to roll; the scene
unfolds as expected.
◆ If the outcome is uncertain or risky → Ask the Oracle a
Yes/No question.
◆ If you want an unexpected twist → Ask even when
you're fairly confident — sometimes reality doesn’t be-
have as expected!

example 1: no roll needed


Zahra sneaks into the Leton Corporation subsidiary.
She knows from prior surveillance that security is
lighter at night. Since this aligns with logic and ex-
pectations, the scene plays out: Zahra gets inside
undetected without needing to ask the Oracle.

example 2: asking the oracle for uncertainty


Zahra crawls through the ventilation ducts, expect-
ing them to be unguarded. But what if there’s a se-
curity alarm hidden inside? That’s uncertain — so
she asks the Oracle:
"Is there an alarm in the ducts?" and rolls.

example 3: asking the oracle for an


unexpected twist
Zahra makes her way to the server room. She knows
from a stolen security map that the door requires
only a simple override — but what if she’s wrong?
She asks the Oracle:
"Is the security system exactly as expected?"
The answer is No, and… The lock has been upgraded
recently, requiring biometric clearance — and the
real surprise? Security has just started their midnight
patrol.
20 loner
consulting the oracle
Whenever you face uncertainty in the story, you’ll ask the
Oracle a Yes/No question and roll to determine the out-
come.

what you need


You’ll need:

◆ 2d6 in one color (Chance Dice)


◆ 2d6 in another color (Risk Dice)

how to roll
When you consult the Oracle, roll one Chance Die and one
Risk Die, then follow these steps:

step 1: compare the dice


◆ Is the Chance Die higher? → Yes (Success)
◆ Is the Risk Die higher? → No (Failure)
◆ Are both dice equal? → Yes, but... (Success with a com-
plication, +1 to the Twist Counter)

step 2: check for modifiers


Are both dice <= 3?

➝ Add but... (Something goes wrong or adds tension.)

Are both dice >= 4?

➝ Add and... (Something extra goes in your favor.)

resolution breakdown
Chance Die > Risk Die → "Yes"

Both dice <= 3 → "Yes, but..." (Success with a drawback)

Both dice >= 4 → "Yes, and..." (Success with a bonus)

Risk Die > Chance Die → "No"

Both dice <= 3 → "No, but..." (Failure, but something pos-


itive happens)

Both dice >= 4 → "No, and..." (Failure with extra conse-


quences)

Both Dice Equal → "Yes, but..." (+1 Twist Counter!)

core rules 21
22 loner
example: breaking in
Zahra wants to force open a security hatch without
triggering an alarm.
She asks the Oracle: “Does Zahra manage to force
the hatch?”
Rolls: Chance Die 5, Risk Die 4
Chance Die is higher → The answer is Yes (she
succeeds).
Both dice >= 4 → Add And... (something extra
goes her way).
Outcome:
Zahra forces the hatch without setting off an alarm,
and she also finds a map of the facility inside.
If the Risk Die had been 3 instead of 4, the answer
would have been a plain Yes, without the extra bene-
fit.

core rules 23
advantage and disadvantage
Sometimes, the situation or a Tag will grant an Advantage
or Disadvantage when consulting the Oracle. This reflects
how favorable or challenging the circumstances are for the
Protagonist.

how it works
◆ Advantage → Add an extra Chance Die (positive cir-
cumstances, useful skills, favorable conditions).
◆ Disadvantage → Add an extra Risk Die (hindrances,
complications, difficult conditions).
◆ In both cases, roll all dice of that type and keep only
the highest one.

EXAMPLE OF ADVANTAGE:

Zahra is attempting to charm a suspicious mer-


chant into revealing illegal goods. She has the Tag:
Smooth Talker, so she rolls with Advantage (two
Chance Dice, one Risk Die).

EXAMPLE OF DISADVANTAGE:

Zahra is hacking a corporate databank under pres-


sure, with no expertise and a security system against
her. She rolls with Disadvantage (two Risk Dice, one
Chance Die).

IMPORTANT!

Tags are not numbers! Use them intuitively, not as rigid


bonuses or penalties. The goal is to keep the game flowing,
not to overanalyze every situation.

Instead of treating Tags like numerical modifiers, think nar-


ratively:

◆ Does the situation genuinely give an edge or impose a


challenge?
◆ Is the character leveraging a skill, trait, or circum-
stance that logically grants an advantage?
◆ Does an obstacle, flaw, or environmental factor im-
pose a disadvantage?

24 loner
rules for multiple tags
You can never roll more than two Chance or two Risk
Dice per roll.

If multiple positive or negative Tags apply, they do not


stack further.

If both positive and negative Tags are present, they can-


cel out.

Tag Situation Dice Roll


One or more positive Tags Advantage (roll 2 Chance
(net of negatives) Dice, 1 Risk Die)
One or more negative Tags Disadvantage (roll 2 Risk
(net of positives) Dice, 1 Chance Die)
Positive and negative Tags Neutral (roll 1 Chance Die, 1
cancel out Risk Die)

example: hacking the datapad


Zahra is attempting to hack a secure corporate
databank to retrieve classified information. How-
ever, she is not a skilled hacker, and the security sys-
tem is highly advanced.

evaluating advantage and disadvantage


Tags Favoring Her: None (She has no relevant hacking
skills or tools)

Tags Against Her:

◆ No Hacking Skills (Negative Tag: 1 Disadvantage)


◆ Highly Protected System (Negative Tag: 1 Disadvan-
tage)

TOTAL: Two Negative Tags → She rolls with Disadvantage

Disadvantage means rolling Two Risk Dice and One Chance


Die

core rules 25
rolling the dice
◆ Chance Die 5
◆ Risk Dice 3, 4 → Keep the highest 4

RESULTS:

Chance Die 5 Risk Die 4 → Yes (Success!)

Both dice >=4 → Add And... (Something extra goes


Zahra’s way!).

FINAL OUTCOME:

Zahra successfully hacks the databank and... she


also stumbles upon an encrypted transmission re-
vealing an upcoming covert corporate operation.

why this system works


◆ Keeps rolling simple – No need to track excessive mod-
ifiers.
◆ Encourages situational storytelling – Instead of stack-
ing numbers, Tags describe why a situation is easy or
difficult.
◆ Prevents excessive stacking – One strong Advantage
or Disadvantage is enough to shift the outcome.

26 loner
interpreting the oracle
The Oracle provides a simple answer, but your interpreta-
tion is what brings it to life. Instead of treating the Oracle as
just a mechanic, use it as a narrative driver that pushes the
story forward.

Answer Outcome
You get what you want,
Yes, and... + an extra advantage.

Yes... You succeed in your action.

Yes, but... You succeed, but at a cost.

No, but... You fail, but you gain a small compensation.

No... You fail.

No, and... You fail + something makes it worse.

making the results interesting


◆ Straightforward answers (Yes/No) are useful but can
feel flat — use them when the story needs momentum.
◆ Modifiers (but.../and...) add layers of complexity and
should push the scene in new, engaging directions.
◆ Tie the answer back to existing story elements —
NPCs, locations, or unresolved threads.

By actively interpreting Oracle results rather than just tak-


ing them at face value, you ensure that every roll adds ten-
sion, depth, or intrigue to the game.

Answer Intensity of Outcome


Major success (Overwhelming advantage,
Yes, and…
unexpected bonus)
Moderate success (Standard outcome,
Yes…
things go as expected)
Success with consequences (Partial victory,
Yes, but…
unintended complication)
Failure with compensation (Misses the
No, but…
goal, but something useful happens)
Moderate failure (Things go wrong as ex-
No…
pected)
Major failure (Catastrophic mistake, unex-
No, and…
pected setback)
core rules 27
methods for interpreting the oracle
There’s no single way to read an Oracle response. Depend-
ing on the context of the scene, you can interpret the re-
sult in different ways to shape the outcome dynamically.

1. the oracle as intensity


Instead of reading the response as a binary success or fail-
ure, treat it as a measure of how well or poorly things go:

EXAMPLE:

Zahra is sneaking past a security checkpoint.


Yes, and… → Not only does she slip past unnoticed,
but she also finds an access key on the floor.
Yes… → She gets past the checkpoint without being
seen.
Yes, but… → She gets through, but the guards start a
random sweep of the area.
No, but… → She gets caught, but the guards assume
she’s just lost rather than an intruder.
No… → She’s spotted, and the alarm is raised.
No, and… → She’s spotted, captured, and now the se-
curity system is on full lockdown.

2. the oracle as a twist generator


Instead of a simple success/failure reading, let the Oracle in-
troduce a new element that wasn’t part of your initial ex-
pectations.

EXAMPLE:

Zahra tries to hack into a corporate mainframe.


Yes, but… → She gains access, but the files are heav-
ily encrypted, requiring another step.
No, but… → She fails to hack in, but she learns that
the mainframe is vulnerable to an external back-
door.
No, and… → Not only does she fail, but she acciden-
tally trips a silent alarm, alerting security.

28 loner
3. the oracle as momentum control
You can also use the Oracle to determine whether the
scene’s tension rises, falls, or stays steady:

Answer Scene Momentum


Drives the scene forward with a major de-
Yes, and…
velopment

Yes… Moves the story in a predictable direction

Yes, but… Adds a complication that slows progress

No, but… Shifts the focus to an alternative path

No… Brings the scene to a roadblock

No, and… Escalates the stakes significantly

EXAMPLE:

Zahra is interrogating an informant.


Yes, and… → The informant cracks immediately and
spills everything — and even offers to help.
Yes… → He gives Zahra the information she wants.
Yes, but… → He talks, but some details are unreliable
or missing.
No, but… → He refuses to talk, but his reaction sug-
gests he knows something crucial.
No… → He refuses to talk completely.
No, and… → He shuts down and alerts someone to
Zahra’s presence.

This interpretation helps control pacing — Yes, and... moves


the game forward rapidly, while No, and... forces a dramatic
shift.

core rules 29
example: expanding the story with
interpretation
Scenario: Zahra is sneaking into a research facil-
ity.
Question: "Does she make it inside unnoticed?"
Oracle Answer: No, but...
Instead of a simple failure, let’s apply different inter-
pretations:
As Intensity: She’s seen, but only by a single dis-
tracted guard, not the entire security team.
As a Twist: She’s caught, but the person who finds
her is an old ally instead of an enemy.
As Momentum Control: She’s detected, but instead
of triggering an alarm, the guards begin searching,
giving her a brief window to hide.

TIP: By using flexible interpretations, the Oracle doesn’t


just dictate what happens — it guides the story in meaning-
ful ways.

the oracle as a narrative tool


◆ Don't treat Oracle results as binary. Instead, use them
to add nuance to your game.
◆ Use context to shape interpretation. A No, and... in a
combat scene will feel different than in a conversation.
◆ Experiment with different methods. Try using the Or-
acle as intensity, momentum, or a twist generator to
keep your story fresh and dynamic.

30 loner
sibylline responses
Sometimes, the Oracle's answer won’t make immediate
sense in the context of your scene. Instead of getting stuck,
follow these steps to keep the story moving.

how to handle a confusing answer


1. Don't Overquestion It – Avoid asking too many follow-
ups to force a "logical" result. Three Yes/No questions
should be enough — if you're still unsure, move on.
2. Reframe the Answer – Think about the broader situa-
tion. Could this result introduce a hidden complication
or suggest a deeper truth?
3. Use an Open-Ended Question – If you’re still lost, roll on
an inspiration table or ask something like:
◆ "What unexpected factor is at play?"
◆ "What does this reveal that I didn’t consider?"
4. Default to "Yes, but..." – If nothing else fits, treat the re-
sponse as Yes, but… and introduce a minor complication
that makes the answer work.

example: dealing with a strange answer


Question: "Is the informant still at the bar?"
Oracle Answer: No, and...
This doesn’t make sense — why would they sud-
denly leave? Instead of getting stuck:
Reframing the Answer:
◆ Maybe someone tipped them off to danger?
◆ Maybe they were kidnapped?
◆ Maybe "No, and..." doesn’t mean they left — maybe
they were never real to begin with?
FINAL INTERPRETATION:
The informant is gone, and... the bartender ner-
vously avoids eye contact, suggesting at foul play.
Now the story moves forward with a new layer of in-
trigue.

core rules 31
twist counter
The Twist Counter represents rising tension in the narra-
tive. Every time you roll doubles (both dice show the same
number), you:

Add 1 to the Twist Counter.

If the Counter reaches 3, a Twist occurs and resets the


Counter to 0.

If the Counter is below 3, treat the result as "Yes, but..." in-


stead of triggering a twist.

example: a ticking tension


Zahra is trying to decrypt stolen files to uncover evi-
dence against a powerful corporation. She asks the
Oracle:
"Do the files contain evidence of illegal activities?"
Rolls: 4 4 → Doubles!
The answer is "Yes, but..." → The files do contain il-
legal activity…
+1 to the Twist Counter (which was already at 2) →
The Twist triggers!
Twist Triggered: The Counter resets to 0, and we roll
2d6 on the Twist Table...
Twist Roll: 1, 5 → "A third party" + "Changes the
goal"
INTERPRETATION: Zahra now has the evidence —
but suddenly, a corporate agent contacts her with
an offer:
"You can expose us… or take a deal that changes
your life."

32 loner
core rules 33
determine the twist
When the Twist Counter reaches 3, roll 2d6 on the table be-
low:

D6 Subject Action

1 A third party Appears

2 The hero Alters the location

3 An encounter Helps the hero

4 A physical event Hinders the hero

5 An emotional event Changes the goal

6 An object Ends the scene


Interpret the two-word result within the context of the cur-
rent scene. Twists should shake up the story, forcing the
Protagonist to adapt.

EXAMPLE: HOW A TWIST CHANGES THE STORY

Scenario: Zahra is infiltrating a high-tech facility to


steal corporate secrets.
She asks: "Can she reach the secure server unno-
ticed?"
Rolls: 3 3 → Doubles! → Twist Counter reaches 3
→ A Twist occurs!
Twist Roll: 4 2 → "A physical event" + "Alters the
location"

INTERPRETATION: Just as Zahra nears the server room, an


explosion rocks the building. Security scrambles, alarms
blare — but now the mission has changed. Instead of
sneaking in, she needs to escape the collapsing structure
with whatever data she can grab.

why the twist counter matters


The Twist Counter keeps Loner full of surprises, ensuring
no two stories play out the same way.

◆ Builds tension naturally — the more doubles you roll,


the closer a twist becomes.
◆ Prevents predictable storytelling — forcing the game
world to react dynamically.
◆ Encourages creative interpretation — every twist re-
shapes the adventure in unexpected ways.

34 loner
conflicts
A Conflict occurs whenever two or more forces oppose
each other, whether through combat, competition, per-
suasion, or resistance.

Conflicts are not limited to physical fights — they also in-


clude:

◆ Verbal duels (intimidation, negotiations, debates)


◆ Tactical contests (chases, sabotage, heists)
◆ Mental struggles (resisting psychic influence, enduring
torture)
◆ Vehicle battles (dogfights, ship-to-ship combat)

ways to resolve a conflict


There are three approaches to resolving conflicts, depend-
ing on how much detail you want:

1. Single Yes/No Question – Ask the Oracle whether the


Protagonist succeeds or fails.
2. Series of Yes/No Questions – Break the conflict into
key actions and resolve them one by one.
3. Harm & Luck System – Track Luck loss to determine
when a character is overcome.

The Twist Counter does NOT apply to Harm & Luck! The
Oracle still drives unexpected outcomes, but Luck-based
conflicts rely on direct dice rolls.

resolving conflicts by key actions


Instead of using the Harm & Luck system, you can resolve
conflicts through a series of closed Oracle questions, de-
termining the outcome of each key action in the scene.

This method is a middle ground between:

◆ A single-question conflict resolution ("Do I win the


fight?"), which can be too abrupt.
◆ The Harm & Luck system, which introduces attrition-
based resolution but may feel too structured.

core rules 35
how it works
1. Describe each action as a distinct moment and ask
the Oracle whether it succeeds or fails.
2. Use the result modifiers ("but..."/"and...") to introduce
twists and consequences.
3. Let the outcome shape the next step in the scene —
without needing to track Luck loss.

example: a firefight in an abandoned


factory
Zahra is caught in a gunfight inside a dilapidated
chemical plant, exchanging fire with a bounty
hunter. Instead of tracking Luck, she resolves the
battle action by action:
FIRST ACTION:
"Can I take cover behind the wall?"
Yes, but...
She reaches cover, but her line of fire is ob-
structed — giving her a Disadvantage.

36 loner
SECOND ACTION:
"I aim at the opponent, can I get the first shot
in?"
No, but...
She misses — but the bounty hunter is forced to
move, breaking his own line of fire. (Now Zahra gains
an Advantage.)
FINAL ACTION:
"I shoot a slag container above him. Do I hit
it?"
Yes, and...
The shot lands perfectly — the container crashes
down, knocking the bounty hunter out cold.

why use this method?


◆ Creates cinematic, fast-paced encounters — each ac-
tion unfolds dynamically instead of tracking damage.
◆ Encourages creative solutions — instead of hit point
attrition, players find ways to shift the fight in their
favor.
◆ Adds unpredictability — since each move is a sepa-
rate Oracle roll, conflicts can take unexpected turns.

when to use it
Use this approach when you want fluid, improvisational
conflict resolution, focusing on tactical decisions and mo-
mentum rather than a structured back-and-forth fight.
It’s especially great for:

◆ Chases and heists where every move shifts the stakes.


◆ Tense negotiations where each argument changes the
power dynamic.
◆ Battles where the environment plays a major role.

This system keeps conflicts fast, reactive, and engaging,


making every choice matter without tracking Luck points.

core rules 37
handling conflicts with multiple
opponents
Not all conflicts involve a one-on-one confrontation —
sometimes the Protagonist must face multiple adversaries
at once. How this plays out depends on narrative context
and the desired level of complexity.

option 1: treat the opponents as a single entity


Best for: Mobs, Minions, or Coordinated Groups

One simple way to manage multiple opponents is to treat


them as a single "character" with:

◆ A shared Concept and Skills (Elite Mercenary Squad,


Swarm of Cultists, Riot Police Formation).
◆ A single Luck pool that represents their overall
strength.
◆ A Fragility related to their numbers — the larger the
group, the harder it may be to coordinate their actions
effectively.

Pros: Keeps the encounter fast-paced and prevents ex-


cessive dice rolling.

Cons: Doesn’t emphasize individual threats — treats the


opposition as an abstract challenge.

option 2: handle opponents as separate entities


Best for: Named Villains, Small Groups with Unique
Roles, Rival Teams

If each opponent is distinct, resolve their actions individu-


ally, using:

◆ Separate Luck pools for key adversaries (a comman-


der, a rival bounty hunter, an elite duelist).
◆ A mix of conflict resolution methods — you might re-
solve the mooks as a single entity but use full Harm &
Luck for the boss fight.
◆ Oracle rolls to dictate group behavior (Do they fight
as a unit? Do they break formation?).

Pros: Creates a more tactical, cinematic encounter.

Cons: Can slow down play if not streamlined.

38 loner
example: a fight against a mercenary squad
Zahra is ambushed by five corporate mercenaries.
Instead of rolling for each one separately, they are
treated as a single unit with the Concept Tactical
Strike Team and Skill Coordinated Maneuvers.
The Oracle determines their strategy: Do they
fan out to surround her? Do they immediately open
fire?
As the fight unfolds:
Zahra’s attacks whittle down their shared Luck
pool.
If she exploits their Fragility (poor coordination
under stress), she can force them into disarray in-
stead of fighting to the last.

why use these methods?


◆ Keeps group encounters manageable — rolling sepa-
rately for a large group can slow the game down.
◆ Maintains narrative flow — players can focus on the
tension of the scene rather than excessive mechanics.
◆ Gives flexibility — whether treating enemies as a unit
or separate threats, the system adapts to the situation.

The key takeaway? Conflicts should serve the story, not


bog it down. Whether you treat opponents as a swarm, a
unit, or distinct characters, the goal is to keep the action
moving while making the challenge feel real.

harm & luck


If a conflict involves risk and attrition, you can track Luck
loss to determine the outcome.

When engaging in a conflict:

◆ Roll as normal to determine if the Protagonist gets


what they want.
◆ If they succeed, they deal damage. If they fail, they take
damage.

Luck represents resilience, endurance, and fortune. A


character who runs out of Luck is defeated — but what that
means depends on the context:

◆ In a brawl, they might be knocked out.


◆ In a verbal duel, they might concede the argument.
◆ In a chase, they might lose their target.

core rules 39
how luck loss works
Use the following table to determine how much Luck dam-
age is inflicted:

Answer Luck Damage

Yes, and... Deal 3 damage to opponent

Yes... Deal 2 damage to opponent

Yes, but... Deal 1 damage to opponent

No, but... Take 1 damage from opponent

No... Take 2 damage from opponent

No, and... Take 3 damage from opponent

Reaching 0 Luck means the character has lost the con-


flict!

At 0 Luck, the story dictates the consequences, like:

◆ Are they captured?


◆ Are they severely injured?
◆ Do they retreat and regroup?

example: alley fight


Zahra faces a thug in an alley. The thug has the Tags
Martial Artist, Hand-to-Hand Combat, Feline, and
Short.
Zahra attacks with a knife and rolls 5 6 4 →
"Yes, and..."
She succeeds and deals 3 damage! (Thug’s Luck
drops from 6 to 3)
The thug counterattacks with a kick and rolls 3
2 2 → "Yes, but..."
Zahra takes 1 damage! (Her Luck drops from 6 to
5)
Who will win? The fight continues!

40 loner
why use the harm & luck system?
◆ Keeps conflicts dynamic – Instead of just Yes/No an-
swers, Luck loss adds a progressive sense of tension.
◆ Flexible outcomes – Losing a conflict doesn’t always
mean death; it means the story takes a new turn.
◆ Scales to different scenarios – Whether it’s a duel, a
chase, or a negotiation, Luck tracks when a character
is pushed beyond their limits.

luck and narrative consequences


Luck does not function as a health bar — it represents a
character’s ability to evade misfortune, manipulate fate,
or endure challenges. When Luck runs out, it signals a shift
in the story, not necessarily injury or death.

what happens when a character reaches 0 luck?


Losing all Luck doesn’t mean immediate death — in-
stead, it signals a dramatic turning point. The Oracle and
story context should guide what happens next.

◆ In Combat? → The character might be captured,


knocked unconscious, or forced to flee.
◆ In a Chase? → They lose their target or get cornered.
◆ In a Debate? → They are outmaneuvered and must con-
cede or face consequences.
◆ In a Heist? → They trigger an alarm or leave behind cru-
cial evidence.

The moment Luck reaches zero, stop rolling — the conflict


has reached its conclusion. Now, ask: What makes sense
for the story?

example: when luck runs out


Zahra is dueling a bounty hunter in the ruins of an
abandoned station.
The fight escalates, and Zahra’s Luck drops to 0.
The Oracle will no longer determine small exchanges
— her fate is sealed.
Instead of dying outright, she is disarmed and
pinned against a bulkhead. The bounty hunter
smirks, dragging her toward his ship — now the real
challenge begins: how does Zahra escape?

This keeps the story moving instead of ending with a


simple "you lose." Running out of Luck is not the end — it’s
a turning point.

core rules 41
embracing luck as a story mechanic
◆ Luck keeps conflicts cinematic. Instead of tracking
minor injuries, it builds tension until a definitive out-
come occurs.
◆ It ensures conflicts don’t drag on forever. Once Luck
is depleted, the story shifts direction.
◆ It allows for unexpected twists. Losing Luck can intro-
duce new obstacles, bargains, or unintended conse-
quences.

When using the Harm & Luck system, think less about
"how much damage does this do?" and more about "how
does this moment change the story?"

determine the mood of the next scene


At the end of a scene, you might already know where the
story is headed. However, if you’re unsure, roll 1d6 to deter-
mine the overall mood and focus of the next scene.

D6 Next Scene Type What It Means

Raises stakes, adds new ob-


1-3 Dramatic Scene
stacles or dangers.

A pause to recover, reflect, or


4-5 Quiet Scene
make plans.

Shifts focus to a different per-


6 Meanwhile…
spective or subplot.

types of scenes explained


Dramatic Scene (1-3)

The action and tension continue. The situation worsens,


new obstacles emerge, or an unexpected event forces the
Protagonist to adapt.

Use when:

◆ A villain makes their move.


◆ The environment introduces new dangers.
◆ The Protagonist’s plans start to unravel.

42 loner
Quiet Scene (4-5)

The calm before the storm. The Protagonist can rest, re-
group, and prepare for what comes next. Conversations,
character development, and small discoveries take center
stage.

Use when:

◆ The Protagonist needs to heal, gather intel, or plan.


◆ Relationships deepen or shift.
◆ The world reacts to past events without immediate
conflict.

Meanwhile Scene (6)

The focus shifts away from the Protagonist, cutting to vil-


lains, allies, or unseen forces at play. This adds depth to
the world and introduces new threats or opportunities be-
fore the Protagonist learns about them.

Use for:

◆ A villain’s next move (the assassin gets their orders).


◆ A subplot progressing (the rebellion plans its next
strike).
◆ A shift in the world (a storm brews on the horizon).

example: a twisting narrative


Zahra accepts a corporate agent’s offer, but what
happens next? She rolls 1d6 → 6: Meanwhile...
Instead of following Zahra, the scene shifts to Tobias
Wethern, her former mentor, who is hiring a hit-
man to eliminate her.

The "Meanwhile" scene builds tension — Zahra doesn’t


know she’s being targeted, but the player does. This creates
dramatic irony and shapes upcoming conflicts.

why use this system?


◆ Keeps the pacing dynamic – Not every scene needs to
be action-packed or slow-paced; the roll ensures vari-
ety.
◆ Adds depth to the world – A Meanwhile scene makes
the world feel alive beyond the Protagonist’s actions.
◆ Encourages organic storytelling – By following the roll,
you introduce twists you may not have considered.

core rules 43
open-ended question or get inspired
Not all questions can be answered with a simple Yes or No.
When you need unexpected inspiration, or want to gener-
ate fresh ideas, roll 1d6 on each table below (Verb, Noun,
and optionally Adjective) to create a prompt.

This method helps when:

◆ You need a plot twist but don’t know what it should


be.
◆ The Oracle gives a vague answer, and you want to ex-
pand on it.
◆ You’re looking for unexpected connections between
story elements.
◆ Roll at least a Verb and a Noun. Add an Adjective
for more nuance.
◆ Interpret freely — the result doesn’t have to be lit-
eral!

example: seeking help in desperation


Question: "Does Zahra have friends who can help
her against the hitman?"
Rolls: 2 4 (multiply) and 3 2 (motion) → Multiply
Motion
Interpretation: Zahra must move quickly to reach
a trusted contact before it's too late.
Final Outcome: She rushes to Melina Reade, an un-
derworld hacker who might provide crucial intel —
but getting to her in time won’t be easy!

44 loner
verbs
1 2 3

1 inject pass own

2 continue learn ask

3 develop behave replace

4 share hand play

5 face expand found

6 trip want miss

4 5 6

1 divide bury borrow

2 multiply receive imagine

3 damage collect turn

4 explain improve cough

5 gather prefer belong

6 dry employ destroy

core rules 45
nouns
1 2 3

1 cause stage change

2 front event home

3 prose motion trade

4 instrument friend talk

5 word morning edge

6 key income use

4 5 6

1 verse thrill spot

2 bag measure birth

3 memory chance drop

4 liquid fact price

5 room system camp

6 humor statement argument

46 loner
adjectives
1 2 3

1 frequent faulty obscene

2 ethereal sophisticated rightful

3 descriptive insidious poor

4 silky worthless fixed

5 quiet stormy spooky

6 magnificent arrogant unhealthy

4 5 6

1 scarce rigid long-term

knowledge-
2 able astonishing ordinary

3 proud reflective amusing

4 loose willing cold

5 delirious innate late

6 enormous truculent charming

core rules 47
when the story ends
Every adventure reaches a natural conclusion — but how
do you know when it's time to wrap things up?

signs that your story is ending


◆ The Protagonist has achieved (or failed) their goal.
◆ A major revelation has changed everything. (Victory,
loss, or a new status quo.)
◆ The conflict has reached a satisfying resolution. (An
enemy is defeated, a mystery is solved, a journey ends.)
◆ The story’s momentum slows. (If you’re struggling to
find the next big scene, it might be time to end the ad-
venture.)

Once the story concludes, reflect on how the experience


has changed your Protagonist.

post-game character growth


At the end of the adventure, modify your Protagonist to re-
flect what they’ve learned. You may:

◆ Add a new Skill, Gear, or Frailty based on the events of


the story.
◆ Introduce a new Nemesis if the adventure ended with
lingering enemies.
◆ Modify an existing trait to show growth or transforma-
tion.

Also update NPCs, Locations, and Events that may re-


turn in future adventures.

example: growth through conflict


Zahra secures the datapad and hands it over to the
authorities, framing both Wethern and the Leton
Corporation. Wethern is arrested, but now she has a
powerful enemy working from the shadows.
Post-Game Updates:
◆ Gained Skill: Wannabe Hacker (Melina Reade
might mentor her!)
◆ New Nemesis: The Leton Corporation (They won’t
let this slide...)

48 loner
future adventures
Even if one story ends, your Protagonist's journey doesn’t
have to be over. Use your updated character sheet to start a
new session with:

◆ A fresh mission tied to past events.


◆ A revenge arc or lingering consequence.
◆ A brand-new setting, using past allies and enemies.

This ensures that every adventure leaves a lasting impact,


making future stories richer and more connected.

loner together
While Loner is designed for solo play, its mechanics can be
adapted for group sessions. Since the game is derived from
Freeform Universal, there’s nothing stopping you from
playing it with others — if you really want to.

There are two main ways to play Loner in a group:

1. without a game master (gm-less mode)


◆ Each player controls their own Protagonist and asks
questions to the Oracle, just like in solo play.
◆ The Oracle’s answers and world reactions are inter-
preted by the player who asked the question.
◆ A Facilitator (either a rotating or fixed role) helps mod-
erate, remind players of rules, and settle disputes if
needed.
◆ Questions affecting the whole group should be dis-
cussed collectively.

2. with a game master


◆ The GM does not roll dice — only the players consult
the Oracle.
◆ The GM interprets Oracle responses and presents the
world’s reactions.
◆ The GM also acts as a facilitator, guiding the flow of the
story and helping resolve questions.

should you play loner in a group?


While these modes work, Loner is fundamentally built for
solo play. If you’re looking for a multiplayer experience, you
may find Freeform Universal better suited to structured
group storytelling.

But if you insist on adapting Loner for a group — go for it.


Just be prepared to tweak things as needed.
core rules 49
the adventure maker
Sometimes, you might struggle with inspiration or want to
experiment with an unexpected setting. The Adventure
Maker helps you generate a unique world and adventure
premise using simple dice rolls.

Use this tool when:

You don’t have a setting in mind and want a fresh, ran-


dom world.

You want to challenge yourself by playing in a genre or


theme you wouldn’t normally pick.

You need a quick framework before diving into your


Loner session.

how to use the tables


generate a setting
Roll once on each of the following tables:

1. Settings Table → Defines the world’s broad theme or en-


vironment.
2. Tones Table → Determines the atmosphere and mood
of the setting.
3. Things Table (Roll twice) → Introduces key elements that
define the world.

generate an adventure premise


Roll on these tables to create the backbone of your ad-
venture:

1. Opposition Table → Identifies the main antagonist or


challenge.
2. Actions Table (Roll twice) → Determines what needs to
be done.
3. Things Table → Adds a unique object, mystery, or event
to the mix.
IMPORTANT: The adventure premise is not the initial
scene — it’s just the framework for your story. You’ll still de-
fine how it starts when you begin playing.

50 loner
example: generating an adventure
Rolls:
1.Setting: Sword and Sorcery Adventure
2.Tone: Eerie and Paranormal
3.Things: Vast Empires, Different Factions
4.Opposition: (Roll was unclear, so let’s interpret
based on the setting — perhaps a Secretive Cult?)
5.Actions: Seek + (Second action roll was unclear,
let’s assume Uncover?)
Result:
The story takes place in a mystical land of vast,
crumbling empires, where hidden factions maneu-
ver for power in the shadows. The Protagonist, a
wandering mage, is on a quest to seek out ancient
knowledge — but in doing so, they will uncover the
truth about a secret cult pulling the strings of his-
tory.

why use the adventure maker?


◆ Instant inspiration – No need to plan in advance; just
roll and go!
◆ Encourages creativity – Helps you explore new set-
tings and stories.
◆ Keeps the game fresh – Every adventure will feel dif-
ferent.

Use it as a starting point, then shape the story as you play.


Loner thrives on emergent storytelling, and the Adventure
Maker is just the spark to get you started.

core rules 51
table 1: settings
1 2 3
Post-Apocalyp- High Fantasy Medieval War
1 tic Wasteland Kingdom and Intrigue

Alternate His- Pirate-Filled Wild West


2 tory Seas Frontier

Space Opera Samurai-Era


3 Adventure Japan
Zombie Survival

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

Urban Fantasy Abandoned Colonial


5 Underworld Space Station America

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

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

Dark Fantasy Futuristic Ancient Greek


2 Realm Dystopian City Mythology

Superhero Cold War Modern Crime


3 Metropolis Espionage Syndicate

Cybernetic Sword and


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

52 loner
table 2: tones
1 2 3
Dark and Melancholic Lighthearted
1 brooding and poetic and humorous

Epic and Majestic and Suspenseful


2 grandiose inspiring and thrilling

Action-packed
Heroic and Romantic and
3 and
daring whimsical
adventurous
Technologically
Optimistic and Grungy and
4 advanced and
sleek
utopian dirty

Psychedelic
Surreal and Futuristic and
5 dreamlike
and hallucina-
tory
dystopian

Eerie and para- Unsettling and Martial and dis-


6 normal uncanny ciplined

4 5 6
Quirky and Gritty and Violent and
1 absurd realistic brutal

Philosophical
Fast-paced and Mysterious and and
2 chaotic enigmatic
introspective

Tragic and Horror-filled Oppressive and


3 melancholic and terrifying claustrophobic

Bleak and Gothic and Cosmic and


4 hopeless ominous unknowable

Cynical and Nostalgic and Folkloric and


5 satirical timeless mythical

Cold and Gracious and Ceremonial and


6 detached elegant ritualistic

core rules 53
table 3: things
1 2 3
1 Magic Monsters Ancient relics

Forbidden
2 Ancient ruins
knowledge
Secret society

Hidden Mystical
3 treasure
Dark magic
creatures

Suspicious Dangerous
4 characters
War-torn land
wilderness

5 Dark secrets Forbidden love Intense conflict

Unpredictable Dynamic Different


6 twists characters factions

4 5 6
Futuristic
1 Medieval castle
technology
Spaceship

Dangerous Band of
2 quest adventurers
Unseen forces

Supernatural
3 powers
Epic battle Intriguing plot

Political World Suspenseful


4 intrigue domination journey

Death-defying Powerful
5 stunts artifacts
Epic journeys

Legendary
6 Vast empires Epic heroes
creatures

54 loner
1 2 3
Decaying
1 Lost civilization
metropolis
Gothic horror

Political Artificial Mercenaries


2 uprising lifeforms and assassins

Underwater
3 adventure
Epic siege Magical abilities

Intriguing Mutant Cybernetic


4 conspiracy insurgency enhancements

Extensive Unstoppable Enchanted


5 world-building monster kingdom

End of the era Futuristic


6 scenarios
Psionic abilities
battlefields

4 5 6
Wild west Futuristic Space
1 frontier cyberwarfare exploration

Time-traveling Espionage
2 adventures mission
Alien invasion

Alternate Virtual reality


3 Time anomalies
timeline nightmare

Futuristic Historical Cyberpunk


4 utopia reimagining rebellion

The final Robotic Secrets of the


5 frontier revolution ancients

Interdimen- Superpowered
6 sional portals
Technomancy
diplomacy

core rules 55
1 2 3
Post-
Steampunk Dragon-
1 apocalyptic
wasteland
cityscape infested skies

Artificial
2 Lost city of gold
intelligence
Pirate's cove

Underwater Superheroic
3 kingdom
Epic sea voyage
powers

Intriguing Mutant Advanced


4 mystery uprising biotechnology

Unstoppable Enchanted
5 Extensive lore
virus forest

End of the Telekinetic Futuristic


6 world scenarios abilities weapons

4 5 6
Haunted Futuristic Intergalactic
1 mansion metropolis trade routes

Time-travel Extraterrestrial
2 paradox
Espionage
beings

Alternate Virtual reality


3 Time loops
realities simulation

Futuristic Alternate Cyberpunk


4 society history dystopia

The unknown Advanced Secrets of the


5 frontiers robotics universe

Dimension Superpowered
6 hopping
Techno-sorcery
conflict

56 loner
table 4: actions
1 2 3
1 Cast Battle Free

2 Decipher Seek Infiltrate

3 Find Master Tame

4 Interrogate Navigate Survive

5 Guess Pursue Resolve

6 Anticipate Develop Ally

4 5 6
1 Explore Upgrade Pilot

2 Complete Join Uncover

3 Harness Win Unravel

4 Influence Overthrow Endure

5 Perform Acquire Embark

6 Expand Become Slay

core rules 57
table 5: oppositions
1 2 3
Malevolent
1 Dark wizards Savage beasts
spirits

Corrupt Sinister
2 Undead armies
politicians organizations

Powerful Merciless Dangerous


3 artifacts assassins creatures

Ruthless
4 mercenaries
Dark forces Terrible secrets

Ancient Irresistible
5 Lethal poison
prophecies temptations

Sinister
6 Terrible curses Devious traps
conspiracies

4 5 6
Arrogant Dangerous Ruthless
1 noblemen traps bandits

Vicious Treacherous
2 monsters terrain
Despotic rulers

Complex
3 Ancient curses
puzzles
Powerful spells

Vicious Unforgiving
4 Insidious plots
predators elements

Powerful Ruthless Unseen


5 enchantment warlords dangers

Dangerous Malevolent Ruthless


6 illusions entities factions

58 loner
afterword
The third edition of Loner keeps the rules unchanged, but
completely refines their presentation, making them
clearer, more accessible, and supported by practical exam-
ples.

This marks a significant improvement from the rigid and


overly technical tone of the first two editions. While previ-
ous versions were well-received and appreciated, some
players found their presentation too dry or difficult to fully
grasp.

With this new edition, my hope is that Loner’s unique story-


telling paradigm — so different from traditional RPGs —
will be easier to understand, embrace, and enjoy.

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

◆ Shane Conner for proof reading and revision of the text


of the First Edition.
◆ The Loner Facebook Group and r/LonerRPG for con-
stantly pushing me to improve and extend the Loner
framework with new ideas and settings.
◆ Ruolatori Solitari for their support on the development
of the second edition.

core rules 59
appendix a: loner diceless
This version of Loner removes dice from the resolution
process, relying instead on character abilities, narrative cir-
cumstances, and resources to determine outcomes. By ap-
plying a structured decision matrix, you ensure consistent
and logical resolutions without randomness.

how it works
1. setup
Before resolving an action, establish the criteria that will in-
fluence the outcome:

◆ Does the character have a relevant skill or ability?


◆ Are the circumstances favorable or unfavorable?
◆ Has the character prepared or gathered resources?

These factors will determine the result using a decision ma-


trix instead of rolling dice.

2. resolution process
STEP 1: Ask the Question

The player poses a closed question requiring resolution.

Example: "Is the door unlocked?"

STEP 2: Evaluate Factors

Assess character traits, situational context, and available


resources:

◆ Does the character have a relevant skill or ability?


◆ Are the circumstances beneficial or challenging?
◆ Has the character gathered special tools or knowledge?

STEP 3: Apply the Decision Matrix

Using the answers from Step 2, consult the decision matrix


to determine the final outcome.

STEP 4: Track Twists

If the answer is "Yes, but..." add 1 point to the Twist Counter


as usual.

60 loner
3. the decision matrix

Player Factor/Action Influence Outcome

Relevant Skill/
High Yes
Ability Present

Relevant Skill/
Low No
Ability Absent

Favorable Circumstances Medium Yes, but…

Unfavorable Circum-
Medium No, but…
stances

Exceptional Resources/
High Yes, and…
Preparation

Lack of Resources/
Low No, and…
Preparation

The more factors working in favor of the character, the


stronger the success.

The more obstacles, the greater the chance of compli-


cations or failure.

4. guidelines for interpretation


STEP 1: Check for a Relevant Skill or Ability

◆ If the character has a related skill, lean toward Yes.


◆ If they lack the skill, lean toward No.

STEP 2: Assess Circumstances

◆ If the situation is favorable, lean toward Yes, but....


◆ If it's unfavorable, lean toward No, but....

STEP 3: Consider Resources and Preparation

◆ If the character has special tools, intel, or allies, lean


toward Yes, and....
◆ If they are ill-equipped or rushed, lean toward No, and..
..

core rules 61
5. resolution example
Scenario: Zahra is trying to pick the lock on a corporate
lab door while being pursued by security.

Question: "Is the door unlocked?"

Evaluating Factors:

◆ Character Factors: Zahra does NOT have lockpicking


skills (Relevant Skill Absent ).
◆ Circumstances: The door is reinforced and high-secu-
rity (Unfavorable Circumstances ).
◆ Resources/Preparation: She has basic tools but no ad-
vanced hacking device (Lack of Exceptional Resources
).

Decision Matrix Outcome:

◆ Relevant Skill Absent → No


◆ Unfavorable Circumstances → No, but...
◆ Lack of Resources → No, and...
◆ FINAL DECISION: "No, and..."

Zahra fails to unlock the door, and... security


drones activate, detecting her presence.

6. why use the diceless oracle?


This approach allows Loner to be played with pure story-
telling mechanics, making each challenge feel like a direct
consequence of past choices rather than a random roll.
Removes randomness – Outcomes are based purely on
character choices and world conditions.

Encourages strategic play – Players must plan ahead,


using skills and resources wisely.

Keeps the narrative flowing – No need for dice; just ap-


ply logic and move forward.

62 loner
appendix b: oracle resolution matrix
1 2 3
Yes, but… +1
1 Twist
No, but… No, but…

Yes, but… +1
2 Yes, but…
Twist
No, but…

Yes, but… +1
3 Yes, but… Yes, but…
Twist

4 Yes Yes Yes

5 Yes Yes Yes

6 Yes Yes Yes

4 5 6

1 No No No

2 No No No

3 No No No

Yes, but… +1
4 Twist
No, and… No, and…

Yes, but… +1
5 Yes, and…
Twist
No, and…

Yes, but… +1
6 Yes, and… Yes, and…
Twist

core rules 63
core mechanics
appendix c: loner cheatsheet
◆ Ask the Oracle Yes/No questions to resolve uncer-
tainty.
◆ Roll 1 Chance Die & 1 Risk Die :
◆ Chance > Risk → Yes
◆ Risk > Chance → No
◆ Both <= 3 → Yes, but... / No, but...
◆ Both >= 4 → Yes, and... / No, and...
◆ Equal → Yes, but... +1 Twist Counter

character creation
1. Name & Concept – Who they are, in a short phrase.
(Rogue Bounty Hunter).

2. 2 Skills – Unique talents or expertise. (Shadow Walker,


Crack Shot).

3. 1 Frailty – A weakness or flaw. (Haunted by the Past).

4. 2 Gear – Specialized equipment. (Plasma Pistol, Lock-


picks).

5. Goal & Motive – What they seek and why. (Find lost
relic to clear name).

6. Nemesis (Optional) – Their main opposition. (The Syn-


dicate).

7. Luck = 6 – A buffer against failure (resets after con-


flicts).

advantage & disadvantage


Advantage → Roll 2 Chance Dice, keep highest.

Disadvantage → Roll 2 Risk Dice, keep highest.

Never roll more than 2 Chance or 2 Risk Dice.

scenes & gameplay loop


1. Set the Scene → Where are you? What’s happening?
2. Ask a Yes/No Question → Resolve with the Oracle.
3. Interpret the Answer → Adjust story based on result.
4. Repeat Until Conflict or Resolution.

twist counter
◆ Doubles on Oracle Roll → +1 Twist Counter.
◆ At 3, a Twist occurs! Roll 2d6:
64 loner
1 A third party → 1 Appears

2 The hero → 2 Alters location

3 An encounter → 3 Helps the hero

4 A physical event → 4 Hinders the hero

5 An emotional event → 5 Changes the goal

6 An object → 6 Ends the scene

conflicts & luck


◆ Option 1: Oracle Resolution → Ask a single Yes/No
question for the entire conflict.
◆ Option 2: Action-Based Oracle Rolls → Ask multiple
Yes/No questions for each step.
◆ Option 3: Harm & Luck System:
◆ Yes, and... → Cause 3 damage.
◆ Yes... → Cause 2 damage.
◆ Yes, but... → Cause 1 damage.
◆ No, but... → Take 1 damage.
◆ No... → Take 2 damage.
◆ No, and... → Take 3 damage.
◆ At 0 Luck → Conflict lost, interpret conse-
quences.

determining next scene


◆ 1-3 → Dramatic Scene (stakes increase).
◆ 4-5 → Quiet Scene (recovery, planning).
◆ 6 → Meanwhile Scene (cut to another perspective).

when the story ends


◆ End when the Goal is achieved, a major revelation
occurs, or the momentum slows.
◆ After an adventure:
◆ Gain a new Skill, Gear, or Frailty reflecting events.
◆ Modify an existing trait (e.g., improving expertise).
◆ Introduce a new Nemesis if relevant.
◆ Update NPCs, Locations, and Events for future sto-
ries.

open-ended questions
Roll 1d6 on each table (Verb, Noun, Adjective) for inspira-
tion.

core rules 65
LONER
NAME AGE
NICKNAME
CONCEPT
LUCK TWIST
SKILLS FRAILTIES

MOTIVE GOAL

NEMESIS GEAR

TAGS NOTES

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