Loner-Core-V-2-3 - Booklet
Loner-Core-V-2-3 - Booklet
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
NAME: LONER choose a genre or setting.................................................6
CONCEPT: make your protagonist .......................................................6
SKILLS/FRAILTY: GEAR: everything is a character!................................................7
descriptive tags .....................................................................7
before the adventure..........................................................8
start your game .....................................................................8
GOAL: keep the action in motion ............................................... 10
MOTIVE: identify your expectations .............................................12
NEMESIS: consulting the oracle ......................................................14
LUCK advantage and disadvantage......................................... 16
NOTES: interpreting the oracle.................................................. 16
sibylline responses ........................................................... 16
twist counter.......................................................................17
determine the twist ...........................................................17
conflicts ................................................................................ 18
NAME: LONER harm & luck............................................................................19
CONCEPT: determine the mood of the next scene..................... 20
SKILLS/FRAILTY: GEAR: open-ended question or get inspired........................ 20
when the story ends......................................................... 24
loner together.................................................................... 24
the adventure maker........................................................ 26
GOAL: credits..................................................................................... 33
MOTIVE: frequently asked questions.......................................... 34
NEMESIS:
Loner v.2.3
LUCK
NOTES: (CC) 2023 Roberto Bisceglie
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!
I suggest you embrace Luck for what it is and approach the
conflict with sportsmanship!
In summary:
● One or more positive tags net of negative ones: you roll
with Advantage, two Chance Dice and one Risk Dice.
● One or more negative tags net of positive ones: you roll
with Disadvantage, two Risk Dice and one Chance
Dice.
● Positive and negative tags counterbalance (cancel)
each other: you roll one Chance Die and one Risk Die.
Through the interaction of player, oracle, tools, and what is meant by "ask a closed question to
prompts, the character's actions will build an emergent solve each action" as an alternative to
narrative within whose boundaries anything can be at- "harm & luck" rules?
tempted, without predetermined limits.
It is an intermediate mode between using a single question
safety tools question to resolve the entire conflict and using the more
"playful" mechanics of classic point combat.
You will play alone, but be sure to play in an environment
that is comfortable for you, without overexerting yourself, Literally every action is resolved by questioning the oracle.
and reserve the option to stop as soon as you feel uncom- For example, your protagonist engages in a firefight in an
fortable for any reason, physical or emotional. Don't be abandoned chemical factory by asking the following se-
afraid to tackle new themes, but do so in full awareness of quence of questions:
your boundaries.
● "Can I take cover behind the wall?" Yes, but. your line of
fire is not clean, you have disadvantage
minimum requirements ● "I aim at the opponent, I can get the first shot in" No,
To play Loner you will need: but... you disrupt his line of fire giving you advantage
on the next shot
● 4 six sided dice (also known as d6s): two pairs of differ- ● "I shoot the slag container over the opponent, do I get
ent colors in?" Yes, and... slag hits him full on knocking him out
● Paper and writing tools: at least a sheet of scrap paper ● It is a more free-form mode, but also more unpre-
and and pencil, but index cards or sticky notes are a dictable in outcomes.
fine addition
● Character sheet: you may use the provided sheet at
the back or a simple index card.
● Notebook: Loner is not a solo journaling game, you can
easily play it in the "theater of mind". But you can keep
track of you game if you feel the need!
core rules 5 34 loner
credits choose a genre or setting
● Recluse Engine (CC BY 4.0) by Graven Utterance and A Loner adventure takes place in a well-defined imagery
Tiny Solitary Soldier Oracle for the main resolution and that you will have to choose from: your favorite TV series, a
scene mechanics. book saga you are reading, an RPG setting you like, a genre
● Freeform Universal Roleplaying Game (CC BY 4.0) by you are familiar with or instead want to start exploring.
Nathan Russell as an inspiration of the whole game
and the character traits. You can also consult lists of tropes (google them) to gener-
ate randomly and then choose!
● Harm mechanics are from 6Q System (CC BY 4.0) by
Marcus Burggraf. Or you can use the Adventure Packs found in the second
● Tana Pigeon for Mythic and clarifying for me the mech- part of the volume.
anisms of expectation and testing.
● S. John Ross for Risus and to have taught me the You can also generate the character first, based on ran-
beauty of clichés and that not all conflicts are combat. domly chosen tropes, and once it is defined, you can follow
● The Adventure Maker setup is inspired from The In- the genre that emerged at this stage.
stant Game by Animalball Partners (2007). None of its
content is used here. make your protagonist
With deepest thanks to : Once the setting is established, now is the time to create
● Shane Conner for proof reading and revision of the text your Protagonist.
of the First Edition. Your Protagonist is described by some fixed traits:
● the Italian solo player community for their constant
support and drive to improve the game. ● Name: the name should be iconic and consistent with
the tone and setting of the story
● Concept: A concise description of the character's pro-
fession, background, and abilities. The best are adjec-
tive-name pairings, like "Venturous Smuggler" or "Child
Prodigy".
● Skills (x2): abilities not necessarily character-specific
but not characteristics common to all. "Smart" is not a
skill, "Engine Whisperer" is.
● Frailty: something that could potentially get in the way
of the character, either physically, mentally, or socially.
● Gear (x2): particular equipment supplied to the charac-
ter in coherence with the setting. Everyday items are
taken for granted and do not fall under this trait.
● Goal: the long-term objective.
● Motive: what drives the pursuit of the goal.
● Nemesis: a person or organization that hinders the pro-
tagonist. It can emerge during the first game sessions,
it may or may or not be the direct antagonist of the
story, ready to appear to make life even more difficult
● Luck: The measure of a character's ability to avoid ill
fortune or an inauspicious outcome. It applies only in
Conflicts and automatically recharges when they end.
Luck starts and caps at 6.
Artificial
2 Organization Protection Fortune 2 Lost city of gold
intelligence
Pirate's cove
Unstoppable Enchanted
5 Help-seeker Escape Ambition 5 Extensive lore
virus forest
Obstacle?
Where? How? 4 5 6
D6 The complica-
The target The seed
tion
Haunted Futuristic Intergalactic
Casual en-
1 mansion metropolis trade routes
1 Person
counter
Opposition
Time-travel Extraterrestrial
Old acquain-
2 paradox
Espionage
beings
2 Group
tance
Deception
Dimension Superpowered
Object (map,
6 hopping
Techno-sorcery
conflict
6 Confession
journal, letter)
Space
Underwater
3 adventure
Epic siege Magical abilities
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
4 5 6
1
Cyberpunk
Futuristic Supernatural
1 Megacorpora-
tion
Space Colony Noir City
2
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
3
Dark and Lighthearted Gritty and
1 brooding and humorous realistic
Action-packed
Romantic and Horror-filled
3 and
adventurous
whimsical and terrifying
Technologically
Grungy and Gothic and
4 advanced and
sleek
dirty ominous
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.
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.
sibylline responses
4 loose willing cold
The Oracle might sometimes give answers that don't make
sense in the context of the scene. Don't be tempted to de-
5 delirious innate late 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
enormous truculent charming answer as "Yes, But..." and move the story forward.
6
example
You ask if the datapad contains sensitive data about 2 front event home
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 prose motion trade
to the Twist Counter. But the counter was already at
3
2, so also a twist happens! The counter resets to 0.
instrument friend talk
determine the twist 4
Roll 2d6 and consult the following Twist Table to determine
what kind of twist happens. word morning edge
5
D6 Subject Action
1 inject pass own So, a Conflict is not only limited to combat (or fighting) in
the strict sense but also to competitive situations (such as
contests, duels, verbal confrontations, etc.) in which two or
more characters (including vehicles, of course!) compete.
2 continue learn ask
Conflicts can be resolved in different ways depending on
preferences and context:
3 develop behave replace 1. Ask a single closed question. The Oracle's answer de-
termines the outcome of the conflict.
share hand play 2. Ask a series of closed questions to resolve current sin-
4 gle actions.
3. Use the rules of Harm & Luck below.
5 face expand found Note that the Twist Counter does not apply to Harm & Luck.
Instead, it is used regularly if the Conflict is handled with
closed questions.
4 5 6