Loner V3.0
Loner V3.0
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
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.
core rules 3
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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.
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:
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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:
Weak Examples:
Good Examples:
Weak Examples:
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.
If chosen organically:
If chosen randomly:
Approach Outcome
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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
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
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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:
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.
types of tags
Tags generally fall into three broad categories:
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What Tags Are NOT:
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.
EXAMPLE:
ASK:
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Who? What? Why?
D6 The proposer The mission The incentive
Obstacle?
Where? How?
D6 The complica-
The target The seed
tion
Casual en-
1 Person
counter
Opposition
Old acquain-
2 Group
tance
Deception
Object (map,
6 Confession
journal, letter)
Space
core rules 15
Gives a concrete premise — your Protagonist has a clear
goal from the start.
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.
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which one should you use?
Dramatic Scene: Best if you want to jump right in and
discover the story as you play.
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.
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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.
how to roll
When you consult the Oracle, roll one Chance Die and one
Risk Die, then follow these steps:
resolution breakdown
Chance Die > Risk Die → "Yes"
core rules 21
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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:
EXAMPLE OF DISADVANTAGE:
IMPORTANT!
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rules for multiple tags
You can never roll more than two Chance or two Risk
Dice per roll.
core rules 25
rolling the dice
◆ Chance Die 5
◆ Risk Dice 3, 4 → Keep the highest 4
RESULTS:
FINAL OUTCOME:
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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.
EXAMPLE:
EXAMPLE:
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3. the oracle as momentum control
You can also use the Oracle to determine whether the
scene’s tension rises, falls, or stays steady:
EXAMPLE:
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.
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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.
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:
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core rules 33
determine the twist
When the Twist Counter reaches 3, roll 2d6 on the table be-
low:
D6 Subject Action
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conflicts
A Conflict occurs whenever two or more forces oppose
each other, whether through combat, competition, per-
suasion, or resistance.
The Twist Counter does NOT apply to Harm & Luck! The
Oracle still drives unexpected outcomes, but Luck-based
conflicts rely on direct dice rolls.
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.
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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.
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:
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.
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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.
core rules 39
how luck loss works
Use the following table to determine how much Luck dam-
age is inflicted:
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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.
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?"
Use when:
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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:
Use for:
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.
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verbs
1 2 3
4 5 6
core rules 45
nouns
1 2 3
4 5 6
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adjectives
1 2 3
4 5 6
knowledge-
2 able astonishing ordinary
core rules 47
when the story ends
Every adventure reaches a natural conclusion — but how
do you know when it's time to wrap things up?
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:
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.
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.
core rules 51
table 1: settings
1 2 3
Post-Apocalyp- High Fantasy Medieval War
1 tic Wasteland Kingdom and Intrigue
Magic School
Horror-Filled Epic Fantasy
4 for Young
Mages
Asylum Quest
Underwater
Jungle-Covered Steampunk
6 Adventure and Planet Victorian Era
Exploration
4 5 6
Cyberpunk
Futuristic Supernatural
1 Megacorpora-
tion
Space Colony Noir City
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table 2: tones
1 2 3
Dark and Melancholic Lighthearted
1 brooding and poetic and humorous
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
4 5 6
Quirky and Gritty and Violent and
1 absurd realistic brutal
Philosophical
Fast-paced and Mysterious and and
2 chaotic enigmatic
introspective
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
4 5 6
Futuristic
1 Medieval castle
technology
Spaceship
Dangerous Band of
2 quest adventurers
Unseen forces
Supernatural
3 powers
Epic battle Intriguing plot
Death-defying Powerful
5 stunts artifacts
Epic journeys
Legendary
6 Vast empires Epic heroes
creatures
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1 2 3
Decaying
1 Lost civilization
metropolis
Gothic horror
Underwater
3 adventure
Epic siege Magical abilities
4 5 6
Wild west Futuristic Space
1 frontier cyberwarfare exploration
Time-traveling Espionage
2 adventures mission
Alien invasion
Interdimen- Superpowered
6 sional portals
Technomancy
diplomacy
core rules 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
Unstoppable Enchanted
5 Extensive lore
virus forest
4 5 6
Haunted Futuristic Intergalactic
1 mansion metropolis trade routes
Time-travel Extraterrestrial
2 paradox
Espionage
beings
Dimension Superpowered
6 hopping
Techno-sorcery
conflict
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table 4: actions
1 2 3
1 Cast Battle Free
4 5 6
1 Explore Upgrade Pilot
core rules 57
table 5: oppositions
1 2 3
Malevolent
1 Dark wizards Savage beasts
spirits
Corrupt Sinister
2 Undead armies
politicians organizations
Ruthless
4 mercenaries
Dark forces Terrible secrets
Ancient Irresistible
5 Lethal poison
prophecies temptations
Sinister
6 Terrible curses Devious traps
conspiracies
4 5 6
Arrogant Dangerous Ruthless
1 noblemen traps bandits
Vicious Treacherous
2 monsters terrain
Despotic rulers
Complex
3 Ancient curses
puzzles
Powerful spells
Vicious Unforgiving
4 Insidious plots
predators elements
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.
credits
◆ Recluse Engine (CC BY 4.0) by Graven Utterance and
Tiny Solitary Soldier Oracle for the main resolution and
scene mechanics.
◆ Freeform Universal Roleplaying Game (CC BY 4.0) by
Nathan Russell as an inspiration of the whole game
and the character traits.
◆ Harm mechanics are from 6Q System (CC BY 4.0) by
Marcus Burggraf.
◆ Tana Pigeon for Mythic and clarifying for me the mech-
anisms of expectation and testing.
◆ S. John Ross for Risus and to have taught me the
beauty of clichés and that not all conflicts are combat.
◆ The Adventure Maker setup is inspired from The In-
stant Game by Animalball Partners (2007). None of its
content is used here.
With deepest thanks to :
core rules 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:
2. resolution process
STEP 1: Ask the Question
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3. the decision matrix
Relevant Skill/
High Yes
Ability Present
Relevant Skill/
Low No
Ability Absent
Unfavorable Circum-
Medium No, but…
stances
Exceptional Resources/
High Yes, and…
Preparation
Lack of Resources/
Low No, and…
Preparation
core rules 61
5. resolution example
Scenario: Zahra is trying to pick the lock on a corporate
lab door while being pursued by security.
Evaluating Factors:
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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 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).
5. Goal & Motive – What they seek and why. (Find lost
relic to clear name).
twist counter
◆ Doubles on Oracle Roll → +1 Twist Counter.
◆ At 3, a Twist occurs! Roll 2d6:
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1 A third party → 1 Appears
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