Loner-Core v.2.3
Loner-Core v.2.3
Loner-Core v.2.3
CORE RULES
2nd Edition
ZOTIQUEST GAMES
what is loner?.........................................................................3
what is a role playing game (rpg)? .................................5
what is a solo rpg?................................................................5
safety tools.............................................................................5
minimum requirements ........................................................5
choose a genre or setting.................................................6
make your protagonist .......................................................6
everything is a character!................................................7
descriptive tags .....................................................................7
before the adventure..........................................................8
start your game .....................................................................8
keep the action in motion ............................................... 10
identify your expectations .............................................12
consulting the oracle ......................................................14
advantage and disadvantage......................................... 16
interpreting the oracle.................................................. 16
sibylline responses ........................................................... 16
twist counter.......................................................................17
determine the twist ...........................................................17
conflicts ................................................................................ 18
harm & luck............................................................................19
determine the mood of the next scene..................... 20
open-ended question or get inspired........................ 20
when the story ends......................................................... 24
loner together.................................................................... 24
the adventure maker........................................................ 26
credits..................................................................................... 33
frequently asked questions.......................................... 34
Loner v.2.3
2 loner
what is loner?
core rules 3
4 loner
what is a role playing game (rpg)?
A role-playing game (RPG) is a type of game in which play-
ers assume the roles of fictional characters and act out their
actions and decisions within a narrative or imaginary set-
ting. The outcome of these actions and decisions is often
determined by a set of rules and game mechanics, such as
dice rolls or statistical attributes of the characters. Players
may also collaborate to create a shared story or narrative
through their characters' actions and interactions.
safety tools
You will play alone, but be sure to play in an environment
that is comfortable for you, without overexerting yourself,
and reserve the option to stop as soon as you feel uncom-
fortable for any reason, physical or emotional. Don't be
afraid to tackle new themes, but do so in full awareness of
your boundaries.
minimum requirements
To play Loner you will need:
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example
Zahra Nakajima Witty Street Cat. Streetwise, Nimble,
Merciful.
Knife, Low O2 Supplement.
She wants to obtain unknown technology to save
her planet from atmosphere collapse.
Nemesis: The Naturalist Order
Luck: 6
everything is a character!
In Loner Non-Playing Characters (NPCs), Foes, Organiza-
tions, Monsters, and even relevant objects like vehicles are
characters too!
example
The Century Skylark Spacecraft in bad shape.
Hyperjump Drive, Camouflage Circuits, Midlife
Courier.
Shields, Turrets.
Luck: 6.
descriptive tags
Tags are descriptive words or phrases that could be identify
anything in the game world. They fall roughly into the fol-
lowing categories:
core rules 7
before the adventure
You can start directly to play your adventure, but it may be
worthwhile to make an extra effort.
Jot down these NPCs in a list, which you will consult when
they need to be recalled as a result of a Twist.
example
Who? Mentor
What? Exploit
Why? Help
Where? McGuffin
How? Rumors
Obstacle? Time
8 loner
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 9
keep the action in motion
A game in Loner is a succession of scenes. A scene is a unit
of time in which a certain action takes place in pursuit of a
certain short-term goal.
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core rules 11
identify your expectations
The Protagonist's traits characterize their behavior within
the fictional world and suggest the possible actions they
takes in the situational context of the scene.
Based on this, you can expect the world to react in the most
logical way, and you will formulate a question that tests this
expectation.
example
Zahra sneaks into the Leton Corporation subsidiary.
The expectation is that the place will be well
guarded during the day and less so at night. To es-
cape an inevitable head-on collision, Zahra decides
to act at night and enter through the ventilation
ductsYou don't expect there to be an alarm but
maybe it's worth asking the question!
12 loner
2
core rules 13
consulting the oracle
When you need to test your expectations you'll ask the Ora-
cle a closed question.
You’ll need 2d6 in one color (Chance Dice), and 2d6 in an-
other (Risk Dice).
Mismatched Yes No
example
You ask, “Does Zahra manage to force the hatch?”
You roll one Chance Die and one Risk Die and get 5
4. The answer is Yes, because the Chance Die is
higher. You also add And, because both rolls are 4 or
higher. If the Risk Die had come up as 3, it would
have been a plain Yes instead.
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core rules 15
advantage and disadvantage
If circumstances or positive tags grant an advantage, add a
Chance Die to the roll. Otherwise, when hindrances or neg-
ative tag cause a disadvantage, add a Risk Die. In both
cases keep only the higher die of the added type when you
check the roll.
example
You ask, "Does Zahra hack the datapad?" You roll one
Chance Die and two Risk Die, as Zahra does not have
any advantage in hacking and the datapad is the
mission goal, compromising it would cause the mis-
sion to fail. You get 5 3 4. You discard the lower Risk
Die 3 and keep 5 and 4. You obtain a Yes and add a
And since they are both 4 or higher.
example
The datapad is hacked and... the information con-
tained is not just about illicit activities of the Leton
Corporation... There is more!
sibylline responses
The Oracle might sometimes give answers that don't make
sense in the context of the scene. Don't be tempted to de-
tail the answer with too many questions in sequence. Three
questions should be sufficient. If you're still stuck, try using
an open-ended question to unlock yourself or interpret the
answer as "Yes, But..." and move the story forward.
16 loner
twist counter
The Twist Counter is a measure of the rising tension in the
narrative. At the beginning is set to 0. Every time a double
throw (dice are equal) happens, add 1 to the Counter. If the
Counter is below three, consider the answer as "Yes, but...".
Otherwise a Twist happens and resets the Counter.
example
You ask if the datapad contains sensitive data about
Wethern's illicit activities. You roll 4 4. The answers
is "Yes, but...". Zahra finds a note about a scapegoat
to frame for the theft. Could it be her? You also add 1
to the Twist Counter. But the counter was already at
2, so also a twist happens! The counter resets to 0.
D6 Subject Action
example
Now Zahra knows the content of the datapad, but
you roll 1 and 5 on the Twist Table "A third party",
"Changes the goal". An agent of the Leton Corpora-
tion appears before Zahra with a proposal....
core rules 17
conflicts
A Conflict is any situation in which opponents clash, attack-
ing, defending, or wearing each other down in order to win.
This applies both in a practical and metaphorical sense.
Note that the Twist Counter does not apply to Harm & Luck.
Instead, it is used regularly if the Conflict is handled with
closed questions.
18 loner
harm & luck
If the conflict is resolved by applying damage to the Luck
trait, roll the dice to determine whether the protagonist
causes damage to the opponent or suffers damage due to
counterattack or failed defense. The rolls are player facing
only.
example
Zahra confronts a thug in an alley. He is "Martial
Artist", "Hand-to-Hand Combat", "Feline" and "Short".
Zahra tries to hit him with the knife, you throw 5 6 4
("Yes, And...", causing a Luck loss of 3 to the thug).
The thug throws a roundhouse kick at Zahra
(roll 3 2 2, "Yes, but...", causing a Luck loss of 1 to
Zahra). Who will win?
core rules 19
determine the mood of the next scene
At the end of the current scene sometimes you will be clear
about the direction to take, other times you may need to
determine the general mood of the next one. In this case
roll 1d6 and consult the following table.
example
Zahra accepts the proposal, you now roll for the next
scene: 6, Meanwhile scene. In the following scene,
Tobias Wethern hires a hit man to kill Zahra...
example
You ask: "Does Zahra have friends to ask for help
against the hit man?". You roll 24 and 32: multiply
motion. Zahra needs to move quickly to reach Melina
Reade, a hacker with contacts in the underworld
who might be able to help her!
20 loner
verbs
1 2 3
4 5 6
core rules 21
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 23
when the story ends
At the end of the adventure you may add another trait to
the character. It is better that this is related to how the story
just ended and can be either a Skill, Gear, a new Frailty, or
even a new Nemesis! You can also modify an existing trait to
better represent an enhanced expertise.
example
Zahra secures the datapad in the hands of the au-
thorities, framing both Wethern and the Leton Cor-
poration. Wethern is arrested, but she has gained a
powerful enemy working against the Corporation.
She gains "Wannabe Hacker" to her skills. Maybe
Melina can mentor her!
loner together
Loner's rules are designed for a single player controlling one
character. However being derivative of a multiplayer game
(Freeform Universal) no one prevents you from using them
for group play as well, if you insist on doing so.
24 loner
core rules 25
the adventure maker
Sometimes you may lack the inspiration to think of a game
setting, or you want to experiment with one you have never
thought of. The tables below are designed to instantly gen-
erate an unpredictable setting for you to explore with a
game.
To generate a setting:
1. Roll on the Settings table
2. Roll on the Tones table
3. Roll two times on one Things table of your choice
To generate a premise of adventure:
1. Roll on the Opposition table
2. Roll two times on Actions table and on a Things tables
Note that the adventure premise is not the initial scene
prompt, only the framework within which it takes place.
table 1: tones
Action-packed
Romantic and Horror-filled
3 and
adventurous
whimsical and terrifying
Technologically
Grungy and Gothic and
4 advanced and
sleek
dirty ominous
26 loner
table 2: 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
core rules 27
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 29
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 31
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
32 loner
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 33
frequently asked questions
does luck represent the character's hit
points?
No, Luck represents a character's ability to escape adverse
fate; it does not measure the physical ability to avoid or ab-
sorb damage.
This is why all characters in the game have exactly six Luck
points: in the face of fate they are all equal!
● "Can I take cover behind the wall?" Yes, but. your line of
fire is not clean, you have disadvantage
● "I aim at the opponent, I can get the first shot in" No,
but... you disrupt his line of fire giving you advantage
on the next shot
● "I shoot the slag container over the opponent, do I get
in?" Yes, and... slag hits him full on knocking him out
● It is a more free-form mode, but also more unpre-
dictable in outcomes.
34 loner
is it possible to tune a conflict by
adjusting luck points?
There is nothing in the game mechanics that prevents you
from using less or more Luck points to define a character. If
you want to calibrate an encounter in this way, you certainly
can.
Just keep in mind that you are in fact deciding that charac-
ter is unlucky or particularly lucky; you are not assigning
him or her any physical prowess or increased stamina!
In summary:
core rules 35
what is the difference between starting
with a dramatic scene and setting up an
"adventure frame"?
Think of the "frame" as a randomly generated mission using
the classic 5 W Rule modified so that the "When" is re-
placed by a "How" and adding the Obstacle. This method
provides a circumstantial premise that can trigger your
imagination by already having mission objectives and prin-
cipals in mind.
36 loner
NAME: LONER
CONCEPT:
SKILLS/FRAILTY: GEAR:
GOAL:
MOTIVE:
NEMESIS:
LUCK
NOTES:
NAME: LONER
CONCEPT:
SKILLS/FRAILTY: GEAR:
GOAL:
MOTIVE:
NEMESIS:
LUCK
NOTES:
core rules 37