Solo RPG: Loner Spacer Guide
Solo RPG: Loner Spacer Guide
SPACER
GEARED TOWARDS
Loner: Spacer
© 2025 Roberto Bisceglie
Cover generated with ChatGPT
Internal artwork © Dean Spencer, used with permission. All rights
reserved.
This work is licensed under the Creative Commons Attribution-
ShareAlike 4.0 International License. To view a copy of this
license, visit [Link] or
send a letter to Creative Commons, PO Box 1866, Mountain View,
CA 94042, USA.
2 LONER: SPACER
INTRODUCTION
Loner: Spacer is a solo tabletop RPG adventure set in the vast,
uncharted expanse of the cosmos. This game immerses you in
the life of a lone starfarer navigating a galaxy filled with dangers,
opportunities, and mysteries. Will you become a legendary
trader, a daring explorer, or a feared outlaw? The choice—and
the stars—are yours.
Loner: Spacer follows the following design principles:
● Portable: to play you will need a few common (six-sided)
dice and writing materials. Anything else is optional and not
essential.
● Rules-Light: the game relies on a few rules and only one
solving mechanic, easy to learn and eventually to memorize.
● Tag-based: characters and situations are defined only by
qualitative descriptors and no quantitative characteristics.
With a focus on quick resolutions, Loner: Spacer throws you
headfirst into the heart of the action. Your character will be
defined by thematic tags, such as “Reckless Pilot,” “Ace Navigator,”
“Cunning Smuggler,” or “Starry-Eyed Explorer.”
INTRODUCTION 3
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 uncomfortable 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: Spacer you will need:
● 4 six sided dice (also known as d6s): two pairs of different
colors
● Paper and writing tools: at least a sheet of scrap paper and
and pencil, but index cards or sticky notes are a fine addition
● Character sheet: you may use the provided sheet at the
back or a simple index card.
● Notebook: Loner: Spacer 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!
4 LONER: SPACER
CHARACTERS
In Loner: Spacer, characters are the heart of your spacefaring
adventure. Whether you’re a daring pilot, a cunning trader, or an
enigmatic drifter, your character will be defined by narrative-
driven traits. Every decision, challenge, and victory helps shape
their journey through the stars.
EVERYTHING IS A CHARACTER!
In Loner: Spacer Non-Playing Characters (NPCs), Foes,
Organizations, Monsters, and even relevant objects like vehicles
are characters too!
Your Protagonist is described by some fixed traits:
● Name: The name should be iconic and consistent with the
tone and setting of the story.
● Concept: A concise description of the character's profession,
background, and abilities. The best are adjective-name
pairings, such as “Clever Rogue Trader” or “Haunted Scout
Pilot.”.
● Skills (x2): Two specific proficiencies that give your character
an edge. Avoid generic terms like “Smart”; instead, use
unique skills like “Hyperdrive Technician” or “Bluff Master.”
● Frailty: A flaw that creates challenges, such as “Impulsive
Gambler” or “Paranoid Survivor.”
● Gear (x2): Two pieces of specialized equipment integral to
your character, like “Handheld Plasma Cutter” or “Holo-Chart
Navigator.” Everyday items are assumed.
● Goal: Your long-term aspiration—what your character is
working toward, such as “Escape a Criminal Past” or “Find a
Mythical Star Relic.”
● Motive: The reason that drives the pursuit of the goal, such
as “Prove my Worth” or “Seek Redemption.”
● Nemesis: A personal enemy, rival, or opposing faction. This
may emerge during gameplay, adding complexity and
tension.
● 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.
These traits are described by tags, descriptive words or phrases
that can identify anything in the game world. Even the details of
the environment in which the action moves and conditions
(physical or mental) of the characters are tags.
They are qualitative representations. They are not
quantitative measures.
CHARACTERS 5
CONCEPTS
CHARACTER TRAITS
1 2 3
1
Cunning Mercenary
Brave Explorer Smuggler Bounty
2
Aspiring
Rogue Mechanic Ambitious Miner
Diplomat
4
Visionary Star Bold Diplomat
Engineer Cartographer
5
War-Hardened Adventurous Undercover Spy
Pilot Courier
6
Veteran Risk-Taking Devout
Navigator Gambler Missionary
4 5 6
3
Obsessed Ruthless Pirate Galactic Outlaw
Scholar
5
Curious
Relic Seeker War Refugee Xenologist
6
Coldhearted
Daring Test Pilot Fortune Hunter
Mercenary
6 LONER: SPACER
SKILLS
1 2 3
1
Combat
Expert Pilot Astrogation Pro Marksman
3
Star Chart
Hazard Planner Space Survivalist Reader
5
Combat Ship Tactician Fast Diplomat
Strategist
4 5 6
6
Weapon
Artifact Appraiser Navigation Ace Designer
CHARACTERS 7
FRAILTIES
1 2 3
4
Addictive Crippled Morality Clumsy
Personality
4 5 6
5
Emotionally
Disorganized Power-Hungry
Distant
8 LONER: SPACER
NAMES
DETAILS
1 2 3
4 5 6
CHARACTERS 9
SURNAMES
1 2 3
4 5 6
10 LONER: SPACER
SPECIES
1 2 3
4 5 6
CHARACTERS 11
12 LONER: SPACER
EQUIPMENT & GEAR
Characters rely on specialized gear to survive the harshness of
space.
Category Examples
GEAR TAGS
● Gear is defined by tags like “Lightweight,” “Durable,” or “High-
Tech.”
● Tags determine how gear interacts with the environment
and challenges. For example, “Waterproof” may grant an
Advantage during waterlogged conditions.
MAINTAINING GEAR
Ask the oracle if a piece of gear malfunctions or requires
maintenance after prolonged use. Tags like “Reliable” or “Old and
Worn” influence these outcomes.
11 Jetpack Exploration
26 Multitool Utility
14 LONER: SPACER
Cost
Description Tags (Credits)
Personal propulsion for zero- Lightweight, 15,000
gravity or planets. High-Tech
Supplies breathable air for Durable, 5,000
emergencies. Reliable
Scans and maps surrounding Advanced, 8,000
terrain or structures. Compact
High-energy tool for cutting and Powerful, 12,000
combat. Versatile
Compact, quick-assembly Portable, Heat- 6,000
protective tent. Resistant
Long-lasting food supply for Compact, 500
extended missions. Lightweight
Energy weapon with adjustable High-Tech, 18,000
power settings. Precise
Wearable generator that Durable, 20,000
absorbs energy attacks. Rechargeable
Tools for repairing equipment Versatile, 4,000
or machinery. Compact
Projects navigational maps for High-Tech, 10,000
space travel. Reliable
Durable,
Maintains body temperature in
extreme climates. Energy- 7,000
Efficient
All-purpose tool for repairs and Compact, 3,000
adjustments. Versatile
Shields wearer from hazardous Heavy, Durable 12,000
radiation.
Transmits distress signals Lightweight, 2,500
across vast distances. Reliable
Personal defense against Rechargeable, 15,000
projectiles and energy. Compact
Contains essentials like water, Lightweight, 1,000
fire starter. Compact
Enables traction in zero-gravity Durable, 9,000
environments. Reliable
High-energy rifle designed for Powerful, 22,000
disabling systems. Specialized
EQUIPMENT & GEAR 15
D66 Item Category
53 Cryo-Pack Utility
61 Hoverboard Exploration
16 LONER: SPACER
Cost
Description Tags (Credits)
18 LONER: SPACER
Chance Die > Risk Risk Die > Chance
Dice Value Die Die
Mismatched Yes No
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.
Roll 2d6 and consult the following Twist Table to determine what
kind of twist happens.
Interpret the two-word sentence in the context of the current
scene.
D6 Subject Action
RULES 19
CONFLICTS
A Conflict is any situation in which opponents clash, attacking,
defending, or wearing each other down in order to win. This
applies both in a practical and metaphorical sense.
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.
Conflicts can be resolved in different ways depending on
preferences and context:
● Ask a single closed question. The Oracle's answer
determines the outcome of the conflict.
● Ask a series of closed questions to resolve current single
actions.
● Use the rules of Harm & Luck below.
Note that the Twist Counter does not apply to Harm & Luck.
Instead, it is used regularly if the Conflict is handled with closed
questions.
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.
The damage reduces the Luck of the target, whether protagonist
or NPC. When the Luck runs out, the character has lost the
conflict.
The final outcome depends on the context. Do you get caught?
Are you seriously injured? You may even die if that fits the
narrative.
Yes, but... You get what you want, but at a cost. Cause 1
20 LONER: SPACER
DETERMINE THE MOOD OF THE NEXT SCENE
At the end of the current scene
sometimes you will be clear D6 Next Scene
about the direction to take, other
times you may need to determine 1-3 Dramatic scene
the general mood of the next 4-5 Quiet Scene
one. In this case roll 1d6 and
consult the following table: 6 Meanwhile…
● A dramatic scene does not
break the tension of the previous scene but carries it further
forward, introducing further obstacles or difficulties.
● During a quiet scene there is time to take a breath, to heal,
to make plans for the next steps and to deepen
relationships.
● A meanwhile scene takes place somewhere else, other than
where the hero is. It cuts to villains or other plot-important
characters.
RULES 21
SPACECRAFT DESIGN AND CUSTOMIZATION
Your spacecraft is an integral part of your character’s story and a
reflection of their role in the galaxy. Ships are described using
tags and modules.
CORE TRAITS
Every spacecraft starts with the following core traits:
● Name: A unique and memorable name for the ship, such as
“Starlight Shadow” or “Void Whisper.”
● Type: Describes the general purpose of the ship, such as
“Trader,” “Explorer,” “Fighter,” or “Courier.”
● Modules (x4): Each ship has at least four distinct modules,
representing functional systems. Examples include
“Hyperdrive Unit,” “Cargo Bay,” and “Sensor Array.”
● Condition: A qualitative measure of the ship’s overall state,
such as “Pristine,” “Worn,” or “Malfunctioning.”
● Frailty: A unique drawback that affects performance, like
“Weak Structural Integrity” or “Underpowered Reactor.”
Category Examples
Propulsion Basic Thrusters, Ion Engines, Warp Drive
UPGRADING MODULES
To upgrade a module:
1. Determine Availability: Ask the oracle whether the upgrade
is available at your current location.
2. Check Requirements: Modules may require tags like
“Advanced Engineering” or “Alien Tech Specialist.”
3. Pay Costs: Use the economic system to purchase or barter
for upgrades.
22 LONER: SPACER
STARHIPS TRAITS
NAMES
1 2 3
4 5 6
SPACECRAFTS 23
TYPES
D6 Starship Type Description
CONDITIONS
D6 Condition Description
24 LONER: SPACER
FRAILTIES
1 2 3
1
Weak Structural Underpowered Faulty Navigation
Integrity Reactor System
2
Excessive Fuel Limited Cargo
Poor Weaponry
Consumption Space
High
3 Noisy Engines Maintenance
Costs
Unstable AI
4
Insufficient Crew Intermittent No Defensive
Capacity Power Loss Systems
5
Frequent Engine Weak Heat
Leaky Fuel Tanks
Misfires Regulation
6
Incompatible Difficult to Fragile Internal
Systems Upgrade Systems
4 5 6
1
Prone to Unreliable Slow
Overheating Hyperdrive Maneuverability
2
Malfunctioning Outdated Inconsistent
Shields Technology Sensors
Poor
3
Vulnerable to
Fragile Hull Atmospheric EMPs
Capability
4
Heavy and Short Range Erratic Autopilot
Cumbersome Communication
5
Low Combat Uncalibrated
Easily Detected Efficiency Weapons
6
Susceptible to Jam-Prone
No Escape Pods Corrosion Weapons
SPACECRAFTS 25
MODULES
D66 Module Category
26 LONER: SPACER
Description Cost (Credits)
56 Cryo-Chamber Utility
28 LONER: SPACER
Description Cost (Credits)
2. VOID WHISPER
● Type: Courier
Fast and reliable for delivering messages or small cargo.
● Modules:
● Basic Thrusters (5,000 credits)
Standard propulsion system for maneuvering.
● Cloaking Device (25,000 credits)
Temporarily hides the ship from sensors.
● Advanced Navigation (14,000 credits)
Improves hyperspace accuracy and efficiency.
● Escape Pods (8,000 credits)
Ensures crew safety during emergencies.
● Condition: Reliable
Well-maintained and dependable under normal
circumstances.
● Frailty: Limited Cargo Space
Small cargo bay limits hauling capacity.
30 LONER: SPACER
3. NEBULA VOYAGER
● Type: Trader
Specializes in transporting goods and commodities.
● Modules:
● Cargo Bay (8,000 credits)
Increases cargo storage capacity.
● Refrigerated Cargo Hold (12,000 credits)
Stores perishable goods safely.
● Communication Relay (8,000 credits)
Boosts signal range and quality.
● Shield Generator (15,000 credits)
Provides energy shielding for defense.
● Condition: Worn
Minor cosmetic damage but fully operational.
● Frailty: Noisy Engines
Loud propulsion makes the ship easily detectable.
4. CRIMSON HAWK
● Type: Fighter
Armed for combat, built for speed and agility.
● Modules:
● Weapon Hardpoint (10,000 credits)
Adds a mount for additional weapons.
● Auto-Turret System (18,000 credits)
Automated defense turret for protection.
● Combat-Grade Hull (18,000 credits)
Reinforced hull for better durability in combat.
● Tactical Display System (14,000 credits)
Provides combat and navigation overlays.
● Condition: Damaged
Reduced performance due to visible damage; requires
repairs soon.
● Frailty: Prone to Overheating
Systems heat up quickly, causing potential malfunctions in
prolonged engagements.
SPACECRAFTS 31
5. AETHER DRIFT
● Type: Mining Vessel
Designed for resource extraction in asteroid belts or planets.
● Modules:
● Mining Laser (14,000 credits)
Extracts resources from asteroids or planets.
● Tractor Beam (15,000 credits)
Captures and moves objects or small ships.
● Energy Core Upgrade (18,000 credits)
Improves overall ship energy output.
● Gravity Stabilizer (10,000 credits)
Enhances stability during gravitational anomalies.
● Condition: Experimental
Cutting-edge but untested; highly risky with unpredictable
outcomes.
● Frailty: Frequent Engine Misfires
Propulsion issues cause unreliable movement.
6. NIGHTFALL SPECTER
● Type: Science Vessel
Equipped with labs and sensors for research and analysis.
● Modules:
● Science Lab (20,000 credits)
Allows detailed research and experiments.
● Advanced Shielding (25,000 credits)
Enhanced energy shielding for better defense.
● Cryo-Chamber (12,000 credits)
Allows cryogenic stasis for crew during long trips.
● Interceptor Drones (16,000 credits)
Launches drones to intercept threats.
● Condition: Malfunctioning
Systems frequently fail; immediate repairs are critical.
● Frailty: Unstable AI
The ship’s AI occasionally behaves erratically, creating risks
during operations.
32 LONER: SPACER
ECONOMIC SYSTEM
The economy in Loner: Spacer is a narrative-driven system for
managing credits, bartering, and maintaining your ship and gear.
ECONOMIC SYSTEM 33
WEALTH TAGS AND COST OF LIFE
Financial
Wealth Tag Lifestyle Details
State
Homeless or dependent on
Severe lack
Destitute of resources charity, food insecurity,
frequent danger.
34 LONER: SPACER
Credits Required
Consistency (Monthly)
MARKET DYNAMICS
● Location-Specific Pricing: Goods and services are cheaper
in industrial hubs but expensive in remote or war-torn areas.
● Event-Based Fluctuations: Prices spike during shortages,
disasters, or faction conflicts.
ECONOMIC SYSTEM 35
MAINTENANCE COSTS
Regular upkeep is critical to keeping your ship operational. Costs
scale based on ship size, complexity, and condition.
36 LONER: SPACER
DOCKING FEES BY LOCATION
Adjustment to
Condition Impact
Costs
-10% Extended operational
Pristine maintenance lifespan.
costs
ECONOMIC SYSTEM 37
CARGO
In Loner: Spacer, cargo management and trading are central to
your journey across the galaxy. Your ship’s cargo capacity and the
condition of goods are influenced by its design, modules, and the
challenges faced during travel. Cargo is described through
narrative-driven tags, which affect how it is stored, transported,
and traded.
CARGO MANAGEMENT
Your ship’s cargo capacity is determined by the Cargo Bay
Module and relevant tags. Cargo is described with tags like
“Fragile,” “Perishable,” or “Highly Valuable.”
● Capacity: Tags like “Spacious” or “Limited” determine how
much you can store.
● Conditions: Check for damage or loss during hazardous
travel by consulting the oracle.
Capacity Description
Large storage space, capable of handling sig-
Spacious nificant amounts of goods.
Small capacity, requires careful management
Limited and prioritization of cargo.
Modular design allows for specialized storage
Customizable adjustments.
Cargo hold is constrained due to additional
Restricted ship systems or design limitations.
Enhanced locking and protection against
Secure theft or unauthorized access.
Poorly constructed, prone to damage or
Fragile leaks during hazardous conditions.
Condition Description
Goods are in perfect condition; no signs of
Pristine damage or wear.
Items are usable and undamaged but show
Intact minor signs of handling.
Items are functional but scuffed or slightly
Worn degraded in value.
Significant damage has reduced usability or
Damaged value.
Goods are on the verge of being unusable or
Compromised unsellable.
Cargo is completely destroyed or rendered
Ruined worthless.
38 LONER: SPACER
TRAVEL & NAVIGATION
Travel and navigation are integral to the vast, open-ended
gameplay of Loner: Spacer. These mechanics focus on generating
star systems, managing resources, and creating dynamic
encounters during space travel.
Derelict Space
6 Ancient, Mysterious
Station/Artifact
Civilization
D6 Tags
Level
Pre-
1 Primitive, Resourceful
Industrial
Early
2 Mechanized, Rapidly Expanding
Industrial
Advanced
4 Innovative, Symbiotic with Technology
Spacefaring
Post-
5 Collapsed, Scattered Survivors
Civilization
Alien
6 Mysterious, Culturally Complex
Civilization
40 LONER: SPACER
STEP 2C: HABITABLE PLANET FEATURES
Roll 1d6 to determine additional features that define the planet’s
environment.
Planetary
D6 Tags
Feature
Massive
1 Mountain Ranges Hazardous, Rich in Minerals
Extensive Cave
2 Hidden, Mysterious
Networks
Vibrant Alien
3 Fertile, Potentially Dangerous
Flora
Abundant Water
4 Fertile, Promotes Biodiversity
Sources
Harsh Weather
5 Dangerous, Difficult to Navigate
Conditions
Floating Cities or
6 Advanced, Limited Access
Habitats
D6 Special Trait
3 Alien Ruins
TRAVEL PROCEDURE
1. Determine Destination: Select a nearby system or roll the
oracle to randomly choose.
2. Calculate Distance: Roll 1d6 for the distance in LU. Tags like
“Navigational Charts” or “Astrogation Expert” may influence
the outcome (i.e. roll 2d6 and take the lower).
3. Check Resources: Ensure your ship has sufficient fuel and
supplies for the journey.
4. Resolve Travel: Roll on the Space Travel Encounter Table
(see below).
TRAVEL FAILURE
If you run out of fuel or supplies, ask the oracle if a distress
beacon brings help or leads to an encounter. Tags like “High
Traffic Region” or “Remote Space” influence outcomes.
42 LONER: SPACER
FTL MISHAP TABLE (2D6)
2D6 Result
2 Catastrophic Malfunction (emergency exit)
3-4 Severe Navigation Error (lost in space)
5-6 Minor System Damage
7-8 Unstable Jump (takes longer)
9-10 Encounter Hazard (see encounter table)
11-12 Smooth Jump
2D6 Encounter
2 Hostile Pirate Ambush
3 Derelict Ship or Station
4 Asteroid Field
5 Space Weather (solar flares, storms)
6 Alien Contact (hostile or neutral)
7 Peaceful Journey
8 Trader Ship Encounter
9 Navigational Error
10 Distress Signal
11 Mysterious Phenomenon
12 Valuable Discovery
D6 Good Tags
1 Food Supplies Perishable, High Demand
2 Precious Metals Compact, High Value
3 Advanced Tech Fragile, Restricted
4 Alien Artifacts Mysterious, Illegal
5 Industrial Goods Heavy, Bulk
6 Medical Supplies Critical, Time-Sensitive
44 LONER: SPACER
ECONOMIC SIMULATION FOR STAR SYSTEMS
Each star system has an economy based on its Tags, which define
its wealth, industry, and demand.
BASE PRICING
Use the Commodity Price Table to establish baseline prices.
REPUTATION TAGS
Your reputation is described by tags like: - “Trusted Merchant”
(discounts at ports) - “Notorious Smuggler” (access to black
markets) - “Unreliable Dealer” (reduced customer base)
BUILDING REPUTATION
● Deliver goods on time: Gain a positive tag like
“Dependable.”
● Smuggle or cheat factions: Gain negative tags like
“Blacklisted by Faction X.”
● Ask the oracle after major trades to determine how your
actions impact reputation.
REPUTATION EFFECTS
● Positive reputation may grant discounts, protection, or
exclusive contracts.
● Negative reputation may lead to higher taxes, fewer trade
options, or faction hostility.
FACTION-SPECIFIC INFLUENCE
Factions track your reputation using a sliding scale from
“Friendly” to “Hostile.” Major trades, betrayals, or aiding their
rivals will shift their perception of you.
46 LONER: SPACER
REPUTATION TAGS
1 2 3
1
Trusted Dependable Faction Ally
Merchant Trader
2
Honest
Ethical Broker Reliable Supplier
Negotiator
3
Preferred
Popular Trader Loyal Servant
Partner
4
Benevolent Generous Renowned
Trader Merchant Negotiator
6
Legendary Wealthy Famous
Broker Benefactor Entrepreneur
4 5 6
1
Blacklisted Notorious
Dubious Contact
Trader Smuggler
2
Suspicious Greedy Risk-Taking
Character Opportunist Dealer
3
Exploitative Illegal Goods
Unreliable Dealer Merchant Expert
4
Questionable Known
Tax Avoider Ethics Contrabandist
5
Ruthless Disreputable
Hated by Rivals Competitor Courier
6
Untrusted Dangerous Risk- Outlawed Trader
Supplier Taker
GOODS TABLE
This table provides a variety of goods categorized by their utility
and economic role. Use the Tags and Base Price to incorporate
these items into trading scenarios, factoring in risks and profits.
Base Price
Item Category Tags (Credits)
Advanced AI Advanced Fragile, 1,000
Chips Tech Restricted
Mysterious,
Alien Relics Alien Artifacts 2,000
Illegal
Alien Illegal,
Alien Artifacts 3,500
Weaponry Restricted
Ancient Fragile,
Glyph Alien Artifacts 2,500
Mysterious
Tablets
Antibiotic Medical Perishable, High 400
Serums Supplies Value
Basic Perishable, High
Food Supplies 50
Rations Demand
48 LONER: SPACER
Base Price
Item Category Tags (Credits)
Bioengineere Medical Perishable, 1,200
d Vaccines Supplies Critical
Construction Industrial Advanced, 1,000
Drones Goods Durable
Industrial Durable,
Mining Tools 500
Goods Specialized
Nutrient Food Compact, Bulk 50
Paste Supplies
Pharmaceuti Medical Critical, Time- 300
cal Kits Supplies Sensitive
Compact,
Platinum Precious Extremely 800
Bars Metals Valuable
Portable Medical Lightweight, 500
Medkits Supplies High Demand
Portable Advanced Heavy, Critical 2,000
Reactors Tech
Preserved Food Durable, High 75
Foods Supplies Demand
Precious
Rare Gems Fragile, Exotic 1,000
Metals
ECONOMY & TRADING 49
Base Price
Item Category Tags (Credits)
Perishable,
Rare Spices Food Supplies 150
Exotic
Refined Precious Bulk, High Value 600
Titanium Metals
Precious Heavy,
Silver Ore 300
Metals Moderate Value
Industrial
Steel Beams Heavy, Bulk 200
Goods
Surgical Medical Specialized, 1,000
Equipment Supplies Restricted
Unstable Dangerous,
Alien Artifacts 3,000
Artifacts High Value
Waste Industrial Bulk, Low Value 50
Materials Goods
Xeno- Critical,
Biological Alien Artifacts 2,200
Restricted
Samples
50 LONER: SPACER
MISSION AND ADVENTURE GENERATION
Creating compelling missions and adventures is vital to crafting
your emergent narrative. These mechanics provide a structure to
generate random missions, create unique storylines, and
introduce environmental challenges.
MISSIONS 51
MISSION SETTING TABLE
D6 Setting
1 Urban Spaceport
2 Remote Mining Colony
3 Derelict Space Station
4 Alien Planet
5 Asteroid Belt
6 Deep Space Anomaly
QUICK EXAMPLE
● Objective: Retrieve Rare Artifact
● Complication: Hostile Faction Involvement
● Reward: Favor from a Faction
● Setting: Derelict Space Station
This mission would involve retrieving an artifact from a derelict
station while avoiding or outsmarting a hostile faction, with the
added incentive of gaining a valuable favor.
52 LONER: SPACER
STEP 3: DEVELOP NPC AND FACTION TIES
Include NPCs or factions that connect to the mission. Example:
● A rival smuggler complicates the mission (“Cunning and
Ruthless” tag).
● A faction offers unexpected assistance in exchange for a
favor (“Influential but Demanding” tag).
D6 Twist
1 The true goal is not what it seems
2 An ally betrays you
3 A new threat emerges mid-mission
4 The environment becomes unstable
5 A valuable opportunity arises
6 The mission changes factions’ perceptions of you
HAZARD TABLE
D6 Hazard Tags
MISSIONS 53
SURVIVAL MECHANICS
When encountering a hazard:
1. Assess Tags: Use relevant ship or character tags (e.g.,
“Shielded Hull” or “Expert Pilot”) to determine if you have an
Advantage.
2. Consult the Oracle: Ask whether the hazard can be
mitigated or overcome.
3. Apply Consequences: If unsuccessful, impose narrative
consequences, such as damage to equipment (“Weakened
Hull”) or increased tension with factions (“Law Enforcement
Suspicious”).
ENVIRONMENTAL INTERACTIONS
Characters can attempt to modify the environment using
equipment:
● Action: Use a tool or system, like deploying drones or
stabilizing a station.
● Outcome: Consult the oracle or apply tags like “Specialized
Tools” for success.
54 LONER: SPACER
WORLD BUILDING TOOLS
Creating a vibrant galaxy filled with alien civilizations, factions,
and diverse cultures is essential to making your solo RPG
experience immersive. The following tools provide structured
guidelines for designing alien species, political systems, and
cultural and technological diversity.
Category Examples
WORLD BUILDING 55
STEP 3: COMMUNICATION
Determine how the species communicates using the
Communication Style Table:
D6 Style
1 Verbal
2 Telepathic
3 Bioluminescent Signals
4 Chemical Pheromones
5 Visual Symbols/Art
6 Sound Vibrations
Strengths Weaknesses
EXAMPLE CIVILIZATION
● Core Traits: Amphibious, Communal, Advanced Technology,
Cooperative
● Cultural Quirk: Ritualistic
● Communication: Bioluminescent Signals
● Strength: Resilient Biology
● Weakness: Poor Resource Management
This results in a species of peaceful amphibians that thrive in
their watery worlds but struggle with ecological sustainability.
56 LONER: SPACER
FACTION AND POLITICAL SYSTEMS
Factions shape the political and economic dynamics of the galaxy.
Each faction is described by a set of traits.
STEP 2: DIPLOMACY
Determine the faction’s stance toward others. Use the Faction
Relations Matrix to define relationships as:
● Allied: Strong cooperation.
● Friendly: Positive interactions.
● Neutral: Indifference.
● Tense: Suspicious or strained.
● Hostile: Open conflict.
WORLD BUILDING 57
STEP 3: POWER STRUCTURES
Roll on the Faction Leadership Table to determine the faction’s
governance style:
D6 Leadership Style
1 Autocracy (Single Ruler)
2 Oligarchy (Council)
3 Democracy
4 Corporate Board
5 AI Governance
6 Anarchy
EXAMPLE FACTION
● Concept: Planetary Coalition
● Skills: Advanced Diplomacy, Strong Military Defense
● Frailty: Fragmented Leadership
● Motive: Maintain Galactic Peace
● Relations: Neutral with Trade Guild, Tense with Pirates
● Leadership: Democratic Council
CULTURAL DIVERSITY
Assign cultures to planets or regions using the Cultural
Archetype Table:
D6 Cultural Archetype
1 Nomadic Wanderers
2 Industrial Innovators
3 Spiritual Mystics
4 Militant Expansionists
5 Isolationist Researchers
6 Cosmopolitan Traders
58 LONER: SPACER
TECHNOLOGICAL DIVERSITY
Define technological development using the Tech Level Table
PLANETARY INFLUENCE
Roll to determine how culture and technology interact on a
planet using the Planetary Influence Table
D6 Cultural/Tech Interaction
1 Culture dominates technology
2 Technology drives culture
3-4 Balanced interplay
5 Technology is suppressed
6 Culture resists advancement
EXAMPLE WORLD-BUILDING
● Planet Name: Zephyris
● Cultural Archetype: Industrial Innovators (“Efficient,
Ambitious”)
● Tech Level: Advanced Spacefaring (“Innovative, Modular”)
● Faction Influence: Controlled by the Galactic Trade Guild
(“Economic Powerhouse”)
● Planetary Influence: Balanced interplay between culture
and technology.
WORLD BUILDING 59
STARS
CELESTIAL OBJECT NAMES
1 2 3
4 5 6
60 LONER: SPACER
PLANETS
1 2 3
4 5 6
TABLES 61
MOONS & ASTEROID CLUSTERS
1 2 3
4 5 6
62 LONER: SPACER
STATIONS & INSTALLATIONS NAMES
1 2 3
4 5 6
TABLES 63
VERBS
INSPIRATION TABLES
1 2 3
4 5 6
64
ADJECTIVES
1 2 3
4 5 6
TABLES 65
NOUNS
1 2 3
4 5 6
66 LONER: SPACER
APPENDIX: INSPIRATIONAL MEDIA
The following works served as direct or spiritual inspiration for
Loner: Spacer. While the game is designed to support emergent
storytelling, these sources offer tone, themes, and aesthetic
guidance to enrich your solo voyages through the stars.
BOOKS
● Traveller RPG (original & Mongoose editions) – For modular
worldbuilding and hard sci-fi trading mechanics.
● The Expanse series by James S. A. Corey – Realistic space
travel, political factions, and station life.
● Rimworld (sourcebook) by Greg Stolze – A narrative-first
exploration of frontier survival and alien ecosystems.
● Downbelow Station by C.J. Cherryh – Station-based drama,
trading politics, and survival in interstellar war.
● Solaris by Stanisław Lem – Alien incomprehensibility and
introspective encounters in space.
● Neuromancer by William Gibson – Aesthetic cues and tone
for black market tech and high-risk trading.
FILMS
● Outland (1981) – Corporate frontier lawlessness and
industrial isolation.
● Alien & Aliens (1979, 1986) – For gritty ship interiors and
hostile space.
● Interstellar (2014) – Tense, realistic space travel and
relativity.
● Moon (2009) – Loneliness, resource extraction, and AI
ambiguity.
● The Black Hole (1979) – Weird science, lost stations, and
cosmic madness.
APPENDIX 67
TV SERIES
● The Mandalorian – Lone trader life, episodic missions, and
fringe societies.
● Firefly – Free traders, faction tension, and frontier survival.
● The Expanse – System-wide politics, realistic physics, and
multi-faction dynamics.
● Battlestar Galactica (2004) – Survival on the run, moral
compromise, and deep space uncertainty.
VIDEO GAMES
● Elite series (especially Elite: Dangerous) – Core gameplay
loop of trading, exploration, and risk.
● FTL: Faster Than Light – Procedural travel, decision-making,
and survival.
● No Man’s Sky – Procedural systems, colorful biomes, and
lonely exploration.
● EVE Online – Faction economics, open-ended interaction,
and market-driven dynamics.
● Hardspace: Shipbreaker – Industrial tools, salvage gameplay,
and working-class space life.
68 LONER: SPACER
LONER
SPACER
NAME AGE
NICKNAME
CONCEPT
LUCK TWIST
SKILLS FRAILTIES
MOTIVE GOAL
NEMESIS GEAR
SPELLS NOTES
LONER
SPACER
SHIP NAME
TYPE
LUCK
MODULES
FRAILTIES
CONDITIONS
This game is
GEARED TOWARDS
LONER
It means that it is based on Loner - Another solo RPG.
This game is designed to throw you into the heart of the
adventure without worrying about numbers and statistics. It
focuses on the narrative flow alone.
Loner Core Rules are free to download, and you can find the
printed version for a few bucks.
Loner is generic; you can play your favorite genre or setting
in it. If you want to see how it can be adapted to different
genres, the Complete Edition is also available.
You can find all the information at:
[Link]