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Loner-Core-V-2-3 - Booklet

Loner is a minimalist solo role-playing game where the player guides a single protagonist through a story. The game uses descriptive tags for characters and situations and relies on a light rules system and one core mechanic of consulting an oracle to keep the story moving forward and generate unexpected twists.

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0% found this document useful (0 votes)
423 views20 pages

Loner-Core-V-2-3 - Booklet

Loner is a minimalist solo role-playing game where the player guides a single protagonist through a story. The game uses descriptive tags for characters and situations and relies on a light rules system and one core mechanic of consulting an oracle to keep the story moving forward and generate unexpected twists.

Uploaded by

onnotevoortwis
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


CORE RULES
2nd Edition
LONER
ANOTHER SOLO RPG

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

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.

core rules 37 2 loner


what is loner? 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.
Beginning with a dramatic scene is an old trick borrowed
from fiction and film and often used by solo role-playing: it
is easier to take your lead from a dynamic situation than
from a static one.

Think of the opening scene of Raiders of the Lost Ark: Indi-


ana Jones ventures into the temple of the golden idol and
must overcome traps and puzzles. The mystery and tension
are palpable and the character's every move is a risk. How
equally effective would it have been to see Indiana Jones
sitting in his living room consulting a book?

A quiet opening scene is not in itself inadvisable, but it pro-


vides far fewer cues on which to hook one's expectation,
that is, fewer elements on which to question the oracle and
keep the action moving forward.
Premise (or "frame") and "dramatic opening scene" are obvi-
ously not mutually exclusive, but they can also be used al-
Loner is a minimalist Solo Role Playing Game designed to ternatively to kick-start the adventure.
be played with only one character (the Protagonist). You'll
guide them through the story that will unravel during the
game, asking closed questions to an Oracle which will help
you overturn your expectations. Every now and then you
will be surprised with an unexpected twist!

Loner follows the following design principles:


1. Portable: to play you will need a few common (six-
sided) dice and writing materials. Anything else is op-
tional and not essential.
2. Rules-Light: the game relies on a few rules and only
one solving mechanic, easy to learn and eventually to
memorize.
3. Tag-based: characters and situations are defined only
by qualitative descriptors and no quantitative charac-
teristics.
4. Generic: you can play anything, yet the game is not
universal. It is designed for quick resolutions, without
tactical depth or simulationist ambitions.

core rules 3 36 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!
I suggest you embrace Luck for what it is and approach the
conflict with sportsmanship!

how does conflict take place against


multiple opponents?
It depends primarily on the context of the situation at hand,
but one possible technique is to treat a roster of opponents
as a single "character," taking into account their characteris-
tics such as Concept and Skill. Also keep in mind that a pos-
sible Fragility of such a character may be precisely their
"numbers": the more members of a roster, the more difficult
it is to coordinate actions!

is it possible to roll three or more chance


or risk dice on the roll?
No, Loner is limited to a maximum of two Chance Dice or
two Risk Dice per roll if an Advantage or Disadvantage
comes into play.
If multiple positive or negative tags (including those derived
from character traits and situational ones, as well as equip-
ment) incur in a situation, these do not result in additional
dice.
Similarly, the co-presence of one positive and one negative
tag in the scene cancels each other out.

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.

core rules 35 4 loner


what is a role playing game (rpg)? frequently asked questions
A role-playing game (RPG) is a type of game in which play-
ers assume the roles of fictional characters and act out their does luck represent the character's hit
actions and decisions within a narrative or imaginary set- points?
ting. The outcome of these actions and decisions is often
determined by a set of rules and game mechanics, such as No, Luck represents a character's ability to escape adverse
dice rolls or statistical attributes of the characters. Players fate; it does not measure the physical ability to avoid or ab-
may also collaborate to create a shared story or narrative sorb damage.
through their characters' actions and interactions.
This is why all characters in the game have exactly six Luck
points: in the face of fate they are all equal!
what is a solo rpg?
By using Luck in a conflict you introduce a finite degree of
In a solo RPG a single player takes on the roles of one or
uncertainty: when either side's points are exhausted the
more characters, while also simultaneously managing some
conflict is definitely ended against it.
elements of the game world. These games typically involve
the use of a rule system and game mechanics to determine This is just one way to introduce a turn-based conflict into a
the outcome of actions taken by the player-controlled char- game based entirely on the Oracle, but always remember
acters. Unlike a gamebook (such as the Fighting Fantasy, that there are two other modes of resolution: single-ques-
Lone Wolf, and Tunnels & Trolls series) a solo RPG is not a tion sequence conflict and single-action resolution using
form of interactive, forked narrative in which outcomes are the Oracle.
pre-determined and limited by the author's choices.

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.

core rules 33 6 loner


example table 5: oppositions
Zahra Nakajima Witty Street Cat. Streetwise, Nimble,
Merciful. 1 2 3
Knife, Low O2 Supplement.
She wants to obtain unknown technology to save Malevolent
her planet from atmosphere collapse.
1 Dark wizards Savage beasts
spirits
Nemesis: The Naturalist Order
Luck: 6 Corrupt Sinister
2 Undead armies
politicians organizations
everything is a character!
In Loner Non-Playing Characters (NPCs), Foes, Organiza- Powerful Merciless Dangerous
tions, Monsters, and even relevant objects like vehicles are 3 artifacts assassins creatures
characters too!

● Living Character follow the same rules of generation Ruthless


as the Protagonist. 4 mercenaries
Dark forces Terrible secrets
● Non-Living Characters, instead, do not have a goal, a
motive, nor a nemesis.
Ancient Irresistible
5 Lethal poison
prophecies temptations
example
The Century Skylark Spacecraft in bad shape.
Hyperjump Drive, Camouflage Circuits, Midlife Sinister
Courier.
6 Terrible curses Devious traps
conspiracies
Shields, Turrets.
Luck: 6.
4 5 6
descriptive tags Arrogant Dangerous Ruthless
Tags are descriptive words or phrases that could be identify
1 noblemen traps bandits
anything in the game world. They fall roughly into the fol-
lowing categories: Vicious Treacherous
● Character Traits: as seen above, they describe a char-
2 monsters terrain
Despotic rulers

acter's skills and flaws, their goal and motive.


● Details: features of an environment or scene that Complex
might change as a result of an action. 3 Ancient curses
puzzles
Powerful spells
● Conditions: are physical, mental or social effects that
impact the way a character behaves or attempts ac-
tions. Vicious Unforgiving
4 Insidious plots
predators elements
Tags determine if there are sufficient prerequisites in the
scene for Advantage or Disadvantage. They are qualitative
representations. They are not quantitative measures. Powerful Ruthless Unseen
5 enchantment warlords dangers

Dangerous Malevolent Ruthless


6 illusions entities factions

core rules 7 32 loner


table 4: actions before the adventure
You can start directly to play your adventure, but it may be
1 2 3 worthwhile to make an extra effort.

By defining your Protagonist's Nemesis you have already


1 Cast Battle Free
identified an NPC! Write down their sheet and keep it aside.

Think about whether your Protagonist has allies or friends


and throw down their sheets as well.
2 Decipher Seek Infiltrate
Jot down these NPCs in a list, which you will consult when
they need to be recalled as a result of a Twist.
3 Find Master Tame
Also, it might be useful to jot down interesting Locations
that serve as settings for your Protagonist and keep a list of
major Events that happen during the game.
4 Interrogate Navigate Survive
start your game
To begin an adventure in Loner you will need to determine
5 Guess Pursue Resolve the initial scene:

1. You might think of a dramatic situation and start the


game in the middle of an action scene. This will push
6 Anticipate Develop Ally
events forward, allowing you to build the story as you
go.
2. Otherwise, if you prefer to define a framework for the
4 5 6 adventure you can answer the classic questions, Who?
What, Why? Where? How? Add also an Obstacle to
overcome.
1 Explore Upgrade Pilot
If you find it difficult to answer any or all of the questions,
the following table provides prompts on which to build your
adventure.
2 Complete Join Uncover
example
Who? Mentor
3 Harness Win Unravel What? Exploit
Why? Help
Where? McGuffin
How? Rumors
4 Influence Overthrow Endure
Obstacle? Time

Tobias Wethern took Zahra under his wing when her


5 Perform Acquire Embark 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 pre-
cisely where it is stored, but that in 24 hours it will be
6 Expand Become Slay taken from the company's security corps to be trans-
ferred to another location.

core rules 31 8 loner


D6 Who? What? Why?
The proposer The mission The incentive
1 2 3
Post-
Steampunk Dragon-
1 Authority Rescue Help 1 apocalyptic
wasteland
cityscape infested skies

Artificial
2 Organization Protection Fortune 2 Lost city of gold
intelligence
Pirate's cove

Ally (friend, rel- Underwater Superheroic


3 ative)
Exploit Coercion 3 kingdom
Epic sea voyage
powers

Intriguing Mutant Advanced


4 Mentor Explore Impulse 4 mystery uprising biotechnology

Unstoppable Enchanted
5 Help-seeker Escape Ambition 5 Extensive lore
virus forest

End of the Telekinetic Futuristic


6 Blackmailer Pursuit Revenge 6 world scenarios abilities weapons

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

Alternate Virtual reality


3 Time loops
realities simulation
3 Treasure Rumors Environment

Futuristic Alternate Cyberpunk


4 society history dystopia
4 Location Capture Disguise

The unknown Advanced Secrets of the


5 frontiers robotics universe
5 McGuffin Mishap Time

Dimension Superpowered
Object (map,
6 hopping
Techno-sorcery
conflict
6 Confession
journal, letter)
Space

core rules 9 30 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 keep the action in motion


Wild west Futuristic Space A game in Loner is a succession of scenes. A scene is a unit
1 frontier cyberwarfare exploration of time in which a certain action takes place in pursuit of a
certain short-term goal.
Time-traveling Espionage
2 Alien invasion In Loner at each scene:
adventures mission
1. Identify what you expect from the scene. Compared
Alternate Virtual reality to traits, goal, and motivation determine the Protago-
3 Time anomalies
timeline nightmare nist's action. What might be the reaction of the game
world?
2. Test your expectations. When you are uncertain (or
Futuristic Historical Cyberpunk overconfident) about the reaction to your actions, ask
4 utopia reimagining rebellion the Oracle a closed question (answer is Yes or No), con-
sidering the tags involved to determine if there is an
Advantage or Disadvantage.
The final Robotic Secrets of the
5 frontier revolution ancients 3. Interpret the result. Is the Oracle's answer in line with
your expectations? If not, in the context in which the
scene takes place, how should an answer that subverts
Interdimen- Superpowered them be considered?
6 sional portals
Technomancy
diplomacy This sequence will come to you naturally after some prac-
tice. Use it as a guideline the first few times.

core rules 29 10 loner


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

core rules 11 28 loner


table 2: settings identify your expectations
The Protagonist's traits characterize their behavior within
1 2 3 the fictional world and suggest the possible actions they
takes in the situational context of the scene.
Post-Apocalyp- High Fantasy Medieval War
1 tic Wasteland Kingdom and Intrigue Based on this, you can expect the world to react in the most
logical way, and you will formulate a question that tests this
Alternate His- Pirate-Filled Wild West expectation.
2 tory Seas Frontier
An expectation does not necessarily automatically lead to a
question, which you need to ask only when there are con-
Space Opera Samurai-Era crete risks or you want to be amazed. In other cases, simply
3 Adventure Japan
Zombie Survival let events happen.

Magic School example


Horror-Filled Epic Fantasy
4 for Young
Mages
Asylum Quest 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-
Urban Fantasy Abandoned Colonial cape an inevitable head-on collision, Zahra decides
5 Underworld Space Station America to act at night and enter through the ventilation
ductsYou don't expect there to be an alarm but
Underwater maybe it's worth asking the question!
Jungle-Covered Steampunk
6 Adventure and Planet Victorian Era
Exploration

4 5 6

1
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

core rules 27 12 loner


the adventure maker

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

1-2 3-4 5-6

3
Dark and Lighthearted Gritty and
1 brooding and humorous realistic

Epic and Suspenseful Mysterious and


2 grandiose and thrilling enigmatic

Action-packed
Romantic and Horror-filled
3 and
adventurous
whimsical and terrifying

Technologically
Grungy and Gothic and
4 advanced and
sleek
dirty ominous

Surreal and Futuristic and Nostalgic and


5 dreamlike dystopian timeless

Eerie and Martial and Gracious and


6 paranormal disciplined elegant

core rules 13 26 loner


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).

To resolve a closed question, roll one Chance Die and one


Risk Die:
● If the Chance Die is highest, the answer is Yes.
● If the Risk Die is highest, the answer is No.
● If both are low (3 or less), add a but....
● If both are high (4 or more), add an and....
● If both are equal, the answer is Yes, and.... Add a point
to the Twist Counter.

Chance Die > Risk Die >


Dice Value
Risk Die Chance Die

Both < 4 Yes, but... No, but...

Both > 3 Yes, and... No, and...

Mismatched Yes No

Equal Yes, and… Add 1 to the Twist Counter

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.

core rules 25 14 loner


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.

Also update the list of NPCs, Locations, and Events that


may show up again in future adventures.

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.

It is then possible to play in the following modes:

1. without a game master: you play as in solo mode, each


person controls their own character and asks questions
to the Oracle in solo play. The Oracle's answers and the
game world's reactions are interpreted by the player
who asks the current question. Facilitator functions
(moderating the flow of play and possibly settling dis-
putes between players, as well as reminding players of
the rules) can be taken on by a single player at the ta-
ble, or they can be rotated. Questions pertaining to the
entire group of character can be concerted.
2. with a game master: they always pull only the players
questioning the Oracle as in the solitary, no-master
mode. The master takes charge of interpreting the an-
swer and presenting the reactions of the game world.
He also assumes the functions of a facilitator.
Keep in mind that as much as Loner can be played in
groups, I strongly recommend that you use Freeform Uni-
versal for this need.

core rules 15 24 loner


adjectives advantage and disadvantage
If circumstances or positive tags grant an advantage, add a
1 2 3 Chance Die to the roll. Otherwise, when hindrances or neg-
ative tag cause a disadvantage, add a Risk Die. In both
frequent faulty obscene cases keep only the higher die of the added type when you
1 check the roll.

Consider tags intuitively and not quantitatively, using the


2 ethereal sophisticated rightful context of the situation at play. It is important to keep the
flow of play fast and not accounting for advantages and dis-
advantages numerically!

3 descriptive insidious poor example


You ask, "Does Zahra hack the datapad?" You roll one
Chance Die and two Risk Die, as Zahra does not have
silky worthless fixed any advantage in hacking and the datapad is the
4 mission goal, compromising it would cause the mis-
sion to fail. You get 5 3 4. You discard the lower Risk
5 quiet stormy spooky Die 3 and keep 5 and 4. You obtain a Yes and add a
And since they are both 4 or higher.

6 magnificent arrogant unhealthy interpreting the oracle


Always interpret the Oracle's answer in relation to the con-
text of the game situation:
4 5 6 ● Answers without modifiers are straightforward an-
swers without uncertainty. They are also the least inter-
esting to continue the story.
1 scarce rigid long-term
● Answers with modifiers (but.../and...), on the other
hand, require you to make the effort to identify what
knowledge- new situation triggered the consultation.
2 astonishing ordinary
able
example
The datapad is hacked and... the information con-
tained is not just about illicit activities of the Leton
3 proud reflective amusing Corporation... There is more!

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

core rules 23 16 loner


twist counter nouns
The Twist Counter is a measure of the rising tension in the
narrative. At the beginning is set to 0. Every time a double 1 2 3
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. 1 cause stage change

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

A third party Appears 6 key income use


1
2 The hero Alters the location
4 5 6
3 An encounter Helps the hero

4 A physical event Hinders the hero verse thrill spot


1
5 An emotional event Changes the goal

An object Ends the scene 2 bag measure birth


6
Interpret the two-word sentence in the context of the cur-
rent scene. Twists will keep the plot and events going in un- 3 memory chance drop
expected ways.

example 4 liquid fact price


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- room system camp
tion appears before Zahra with a proposal....
5

6 humor statement argument

core rules 17 22 loner


verbs conflicts
A Conflict is any situation in which opponents clash, attack-
1 2 3 ing, defending, or wearing each other down in order to win.
This applies both in a practical and metaphorical sense.

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.

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 21 18 loner


harm & luck determine the mood of the next scene
If the conflict is resolved by applying damage to the Luck At the end of the current scene sometimes you will be clear
trait, roll the dice to determine whether the protagonist about the direction to take, other times you may need to
causes damage to the opponent or suffers damage due to determine the general mood of the next one. In this case
counterattack or failed defense. The rolls are player facing roll 1d6 and consult the following table.
only.
● A dramatic scene does
The damage reduces the Luck of the target, whether pro- not break the tension of D6 Next Scene
tagonist or NPC. When the Luck runs out, the character has the previous scene but
lost the conflict. carries it further forward, 1 - 3 Dramatic scene
introducing further obsta- 4 - 5 Quiet Scene
The final outcome depends on the context. Do you get cles or difficulties.
caught? Are you seriously injured? You may even die if that ● During a quiet scene 6 Meanwhile…
fits the narrative. there is time to take a
breath, to heal, to make plans for the next steps and to
Answer Do you get what you want? Harm deepen relationships.
● A meanwhile scene takes place somewhere else, other
Yes, You get what you want, and than where the hero is. It cuts to villains or other plot-
Cause 3 important characters.
and... something else.

Yes... You get what you want. Cause 2 example


Zahra accepts the proposal, you now roll for the next
Yes, You get what you want, but at a scene: 6, Meanwhile scene. In the following scene,
Cause 1 Tobias Wethern hires a hit man to kill Zahra...
but... cost.
No,
but...
You don’t get what you want,
but it’s not a total loss. Take 1 open-ended question or get inspired
To answer an Open-Ended question, roll 1d6 once on each of
You don’t get what you were af- the following tables (roll at least a verb and a noun, adjec-
No... ter. Take 2
tives are optional).
No, You don’t get what you want,
and... and things get worse.
Take 3 example
You ask: "Does Zahra have friends to ask for help
against the hit man?". You roll 24 and 32: multiply
example motion. Zahra needs to move quickly to reach Melina
Zahra confronts a thug in an alley. He is "Martial Reade, a hacker with contacts in the underworld
Artist", "Hand-to-Hand Combat", "Feline" and "Short". who might be able to help her!
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 20 loner

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