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Solo RPG: Loner Spacer Guide

Loner: Spacer is a solo tabletop RPG that immerses players in the life of a lone starfarer exploring a vast galaxy filled with dangers and opportunities. The game is designed to be portable, rules-light, and focuses on character-driven narratives defined by qualitative descriptors rather than quantitative measures. Players create characters with unique traits, skills, and goals, navigating through adventures using simple mechanics and a variety of equipment and gear.

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100% found this document useful (1 vote)
658 views71 pages

Solo RPG: Loner Spacer Guide

Loner: Spacer is a solo tabletop RPG that immerses players in the life of a lone starfarer exploring a vast galaxy filled with dangers and opportunities. The game is designed to be portable, rules-light, and focuses on character-driven narratives defined by qualitative descriptors rather than quantitative measures. Players create characters with unique traits, skills, and goals, navigating through adventures using simple mechanics and a variety of equipment and gear.

Uploaded by

mrtonyrebecca
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

LONER

SPACER

GEARED TOWARDS

LONER ZOTIQUEST GAMES


INTRODUCTION ...........................................................................................3
CHARACTERS ...............................................................................................5
CHARACTER TRAITS ....................................................................................6
DETAILS .........................................................................................................9
EQUIPMENT AND GEAR ............................................................................13
RULES ..........................................................................................................18
SPACECRAFT DESIGN AND CUSTOMIZATION .......................................22
ECONOMIC SYSTEM .................................................................................33
CARGO ........................................................................................................38
TRAVEL AND NAVIGATION .......................................................................39
ECONOMY AND TRADING ........................................................................44
MISSION AND ADVENTURE GENERATION .............................................51
WORLD-BUILDING TOOLS ........................................................................55
CELESTIAL OBJECT NAMES ......................................................................60
INSPIRATION TABLES ................................................................................64
APPENDIX: INSPIRATIONAL MEDIA.........................................................67

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.”

WHAT IS A ROLE PLAYING GAME (RPG)?


A role-playing game (RPG) is a type of game in which players
assume the roles of fictional characters and act out their actions
and decisions within a narrative or imaginary setting. 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.

WHAT IS A SOLO RPG?


In a solo RPG a single player takes on the roles of one or more
characters, while also simultaneously managing some elements
of the game world. These games typically involve the use of a rule
system and game mechanics to determine the outcome of
actions taken by the player-controlled characters. Unlike a
gamebook (such as the Fighting Fantasy, Lone Wolf, and Tunnels
& Trolls series) a solo RPG is not a form of interactive, forked
narrative in which outcomes are pre-determined and limited by
the author's choices.
Through the interaction of player, oracle, tools, and prompts, the
character's actions will build an emergent narrative within
whose boundaries anything can be attempted, without
predetermined limits.

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

3 Idealistic Rebel Mysterious Guide Famed Explorer

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

1 Exiled Aristocrat Retired Military Enigmatic Trader

2 AI Specialist Drifting Nomad Tech Salvager

3
Obsessed Ruthless Pirate Galactic Outlaw
Scholar

4 Secretive Agent Rogue Biologist Lost Noble

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

2 Alien Negotiator Mechanic Savant Silent Infiltrator

3
Star Chart
Hazard Planner Space Survivalist Reader

4 Gunner Specialist Relic Identifier Expert Smuggler

5
Combat Ship Tactician Fast Diplomat
Strategist

6 Trade Negotiator Warp Engineer Crash Specialist

4 5 6

1 Holo-Interpreter Quick Fixer Deceptive Talker

2 Data Hacker Resource Finder Quick Thinker

3 Inventive Thinker Galactic Historian Strategic Planner

4 Risk Assessor Alien Linguist Ship Modder

5 Stealth Operator Bold Explorer System Analyst

6
Weapon
Artifact Appraiser Navigation Ace Designer

CHARACTERS 7
FRAILTIES

1 2 3

1 Reckless Haunted by Past Greedy

2 Overconfident Fragile Health Distrustful

3 Overambitious Hot Tempered Lone Wolf

4
Addictive Crippled Morality Clumsy
Personality

5 Stubborn Chronically Late Self-Sabotaging

6 Naïve Regretful Haunted by Guilt

4 5 6

1 Socially Awkward Impulsive Cynical

2 Perfectionist Paranoid Nostalgic

3 Guilt-Ridden Superstitious Fearful of Failure

4 Ill-Fated Unfocused Cowardly

5
Emotionally
Disorganized Power-Hungry
Distant

6 Obsessive Secretive Vindictive

8 LONER: SPACER
NAMES

DETAILS
1 2 3

1 Kaelis Vyrra Zalen

2 Nova Lirien Xandros

3 Quorra Myrris Rylos

4 Aelith Kryos Lynara

5 Taryn Lyraen Calyx

6 Zelra Orith Kaelith

4 5 6

1 Astrel Cylra Erasyn

2 Eryth Solyn Zethar

3 Orana Synra Vyrex

4 Serith Elyndra Xarion

5 Norys Sythra Velion

6 Syrien Thalix Vrynn

CHARACTERS 9
SURNAMES

1 2 3

1 Starlance Voidweaver Nebrask

2 Zenith Starforge Etherial

3 Vortex Nebulark Exodian

4 Pulsar Celestyn Duskwarden

5 Eclipse Galvaris Aeronark

6 Aetherial Skynox Starbound

4 5 6

1 Skyrunner Darkreach Solhaven

2 Voidcaller Lightborne Shadowspire

3 Astralis Skyfire Halcyon

4 Riftwalker Sunspar Tempestwave

5 Cryostar Duskmere Shadowborne

6 Velorn Solforge Deepforge

10 LONER: SPACER
SPECIES

1 2 3

1 Human Vexarin Nexari

2 Crythian Xenovian Myralis

3 Celestian Riftkin Voidborne

4 Starlun Zolarith Skylith

5 Nebulare Starborn Pulsari

6 Etherkin Varion Thalorian

4 5 6

1 Astrelian Erythar Aetherian

2 Solarin Galvarian Syntherian

3 Zynthar Helion Aerthian

4 Exovian Arcanian Lytherin

5 Quorath Astrael Velarith

6 Tempestral Krythian Xenarith

CHARACTERS 11
12 LONER: SPACER
EQUIPMENT & GEAR
Characters rely on specialized gear to survive the harshness of
space.

Category Examples

Jetpack, Portable Oxygen Tank, Terrain


Exploration Mapper

Combat Plasma Cutter, Energy Shield, Phase Blaster

Holo-Chart Navigator, Multitool, Portable


Utility Repair Kit

Emergency Shelter, Rations Pack, Heat


Survival Regulator

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.

EQUIPMENT & GEAR 13


D66 Item Category

11 Jetpack Exploration

12 Portable Oxygen Tank Survival

13 Terrain Mapper Exploration

14 Plasma Cutter Combat

15 Emergency Shelter Survival

16 Rations Pack Survival

21 Phase Blaster Combat

22 Energy Shield Combat

23 Portable Repair Kit Utility

24 Holo-Chart Navigator Utility

25 Heat Regulator Survival

26 Multitool Utility

31 Radiation Suit Survival

32 Signal Beacon Utility

33 Portable Shield Gen Combat

34 Survival Pack Survival

35 Gravity Anchor Boots Exploration

36 Ion Disruptor Rifle Combat

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

41 Data Decryptor Utility

42 Recon Drone Exploration

43 Stealth Cloak Combat

44 Emergency Breather Survival

45 Medical Scanner Utility

46 Tactical HUD Combat

51 Xenotech Translator Utility

52 Climbing Harness Exploration

53 Cryo-Pack Utility

54 Thermal Generator Utility

55 EMP Grenade Combat

56 Alien Artifact Scanner Exploration

61 Hoverboard Exploration

62 Shielded Storage Unit Survival

63 Sonic Disruptor Combat

64 Holo-Cam Recorder Utility

65 Energy Blade Combat

66 Atmospheric Tester Exploration

16 LONER: SPACER
Cost
Description Tags (Credits)

Cracks encrypted systems and High-Tech, 14,000


data files. Versatile
Deployable drone for scouting Compact, 20,000
and reconnaissance. Long-Range
Temporarily renders wearer Advanced, 25,000
invisible to sensors. Fragile
Compact rebreather for short- Lightweight, 3,500
term air supply. Compact
Scans biological data for injuries Advanced, 12,000
or illness. Reliable
Displays battlefield data in real- High-Tech, 18,000
time. Advanced
Decodes alien languages and Advanced, 20,000
communication. Compact
Safety gear for vertical surfaces Durable, 6,000
or cliffs. Reliable
Compact,
Portable unit for preserving Energy- 8,000
biological samples. Efficient
Converts heat to energy for Durable, 15,000
recharging devices. Versatile
Temporarily disables electronics Advanced, 12,000
in an area. Fragile
Analyzes unknown artifacts for Advanced, 22,000
origin and value. Specialized
Personal transport for smooth Lightweight, 10,000
surfaces. Fast
Protects items from radiation Durable, Heavy 12,000
and extreme heat.
Emits sound waves to disorient Compact, 16,000
enemies. Rechargeable
Captures holographic images Compact, 5,000
and videos. Versatile
Lightweight melee weapon with Advanced, 20,000
a plasma edge. Precise
Analyzes air composition and Advanced, 7,500
safety. Reliable
EQUIPMENT & GEAR 17
RULES
Loner: Spacer is a minimalist Solo Role Playing Game designed to
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!

KEEP THE ACTION IN MOTION


A game in Loner: Spacer 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.
In Loner: Spacer at each scene:
● Identify what you expect from the scene. Compared to
traits, goal, and motivation determine the Protagonist's
action. What might be the reaction of the game world?
● Test your expectations. When you are uncertain (or
overconfident) about the reaction to your actions, ask the
Oracle a closed question (answer is Yes or No), considering
the tags involved to determine if there is an Advantage or
Disadvantage.
● 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 them be
considered?
This sequence will come to you naturally after some practice. Use
it as a guideline the first few times.

CONSULTING THE ORACLE


When you need to test your expectations you'll ask the Oracle a
closed question.
You’ll need 2d6 in one color (Chance Dice), and 2d6 in another
(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, but.... Add a point to the
Twist Counter.

18 LONER: SPACER
Chance Die > Risk Risk Die > Chance
Dice Value Die Die

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

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

Mismatched Yes No

Equal Yes, but… Add 1 to the Twist Counter

ADVANTAGE AND DISADVANTAGE


If circumstances or positive tags grant an advantage, add a
Chance Die to the roll. Otherwise, when hindrances or negative
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.
Consider tags intuitively and not quantitatively, using the context
of the situation at play. It is important to keep the flow of play
fast and not accounting for advantages and disadvantages
numerically!

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

1 A third party Appears

2 The hero Alters the location

3 An encounter Helps the hero

4 A physical event Hinders the hero

5 An emotional event Changes the goal

6 An object Ends the scene

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.

Answer Do you get what you want? Harm

You get what you want, and


Yes, and... Cause 3
something else.

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

Yes, but... You get what you want, but at a cost. Cause 1

You don’t get what you want, but it’s


No, but... Take 1
not a total loss.

No... You don’t get what you were after. Take 2

You don’t get what you want, and


No, and... Take 3
things get worse.

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.

OPEN-ENDED QUESTION OR GET INSPIRED


To answer an Open-Ended question, roll 1d6 once on each of the
Inspiration Tables (roll at least a verb and a noun, adjectives are
optional).

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.

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.”

CUSTOMIZING YOUR SHIP


Customization occurs during play using tags and oracle-driven
prompts. A ship can be modified by adding or upgrading
modules, which enhance or change its capabilities.

Category Examples
Propulsion Basic Thrusters, Ion Engines, Warp Drive

Weapons Laser Cannons, Missile Launchers, EMP Blaster

Defensive Energy Shields, Reinforced Hull, Cloaking Device

Utility Advanced Sensors, Repair Drones, Science Lab

Smuggler’s Hold, Refrigerated Storage,


Cargo Expanded Bay

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

1 Starlight Shadow Void Whisper Nebula Voyager

2 Midnight Horizon Eternal Flame Crimson Hawk

3 Solar Wind Silent Reaver Obsidian Wing

4 Infinite Horizon Gravity Blade Sapphire Star

5 Phantom Veil Azure Arrow Warp Harbinger

6 Ember Sentinel Ghost Barricade Titan’s Reach

4 5 6

1 Iron Phoenix Quantum Echo Celestial Warden

2 Lunar Dagger Radiant Path Spectral Tempest

3 Horizon Chaser Ether Beacon Nova Seeker

4 Echo’s Legacy Vortex Runner Nightfall Specter

5 Starfall Saber Polaris Arc Cosmic


Wanderer

6 Aether Drift Radiant Blade Voidborn Falcon

SPACECRAFTS 23
TYPES
D6 Starship Type Description

Equipped for long-range exploration


1 Explorer and surveys.
Specializes in transporting goods
2 Trader and commodities.
Armed for combat, built for speed
3 Fighter and agility.
Fast and reliable for delivering
4 Courier messages or small cargo.
Designed for resource extraction in
5 Mining Vessel asteroid belts or planets.
Equipped with labs and sensors for
6 Science Vessel research and analysis.

CONDITIONS
D6 Condition Description

Like new; perfectly maintained with


1 Pristine no damage or wear.
Well-maintained and dependable
2 Reliable under normal circumstances.
Minor cosmetic damage but fully
3 Worn operational.
Reduced performance due to visible
4 Damaged damage; requires repairs soon.
Systems frequently fail; immediate
5 Malfunctioning repairs are critical.
Cutting-edge but untested; highly
6 Experimental risky with unpredictable outcomes.

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

11 Basic Thrusters Propulsion

12 Advanced Sensors Utility

13 Hyperdrive Unit Propulsion

14 Shield Generator Defensive

15 Cargo Bay Cargo

16 Fuel Tank Propulsion

21 Repair Drone Bay Utility

22 Mining Laser Weapons

23 Smuggler’s Hold Cargo

24 Cloaking Device Defensive

25 Advanced Shielding Defensive

26 Auto-Turret System Weapons

31 Long-Range Scanner Utility

32 Tractor Beam Utility

33 Science Lab Utility

34 Medical Bay Utility

35 Escape Pods Defensive

36 Combat-Grade Hull Defensive

26 LONER: SPACER
Description Cost (Credits)

Standard propulsion system for maneuvering. 5,000

Detects objects and ships at a greater range. 10,000

Enables faster-than-light travel. 20,000

Provides energy shielding for defense. 15,000

Increases cargo storage capacity. 8,000

Stores additional fuel for longer journeys. 6,000

Houses drones for ship maintenance and 12,000


repair.

Extracts resources from asteroids or planets. 14,000

Hidden compartment for illicit goods. 9,000

Temporarily hides the ship from sensors. 25,000

Enhanced energy shielding for better defense. 25,000

Automated defense turret for protection. 18,000

Detects ships and objects in distant space. 12,000

Captures and moves objects or small ships. 15,000

Allows detailed research and experiments. 20,000

Provides on-board medical treatment and 10,000


care.

Ensures crew safety during emergencies. 8,000

Reinforced hull for better durability in 18,000


combat.
SPACECRAFTS 27
D66 Module Category

41 Energy Efficient Reactor Utility

42 Advanced Navigation Utility

43 Weapon Hardpoint Weapons

44 Boarding Pod Utility

45 EMP Blaster Weapons

46 Refrigerated Cargo Hold Cargo

51 Stealth Module Defensive

52 Interceptor Drones Weapons

53 Gravity Stabilizer Utility

54 Energy Core Upgrade Utility

55 Advanced Life Support Utility

56 Cryo-Chamber Utility

61 Weapons Array Weapons

62 Heavy Armor Plating Defensive

63 Atmospheric Thrusters Propulsion

64 Communication Relay Utility

65 Tactical Display System Utility

66 Drone Launch Bay Utility

28 LONER: SPACER
Description Cost (Credits)

Reduces fuel consumption for longer voyages. 20,000

Improves hyperspace accuracy and efficiency. 14,000

Adds a mount for additional weapons. 10,000

Allows crew to breach other ships. 15,000

Disables enemy electronics temporarily. 18,000

Stores perishable goods safely. 12,000

Reduces visibility to sensors. 22,000

Launches drones to intercept threats. 16,000

Enhances stability during gravitational 10,000


anomalies.

Improves overall ship energy output. 18,000

Enhances environmental systems for longer


crew survival. 15,000

Allows cryogenic stasis for crew during long 12,000


trips.

Multi-weapon system for improved firepower. 25,000

Adds significant protection but reduces 20,000


speed.

Enables planetary entry and exit. 12,000

Boosts signal range and quality. 8,000

Provides combat and navigation overlays. 14,000

Deploys various drones for tasks like 20,000


exploration or combat.
SPACECRAFTS 29
EXAMPLE STARSHIPS
1. CELESTIAL WARDEN
● Type: Explorer
Equipped for long-range exploration and surveys.
● Modules:
● Hyperdrive Unit (20,000 credits)
Enables faster-than-light travel.
● Advanced Sensors (10,000 credits)
Detects objects and ships at a greater range.
● Energy Efficient Reactor (20,000 credits)
Reduces fuel consumption for longer voyages.
● Long-Range Scanner (12,000 credits)
Detects ships and objects in distant space.
● Condition: Pristine
Like new; perfectly maintained with no damage or wear.
● Frailty: Excessive Fuel Consumption
Uses more fuel than typical ships, requiring frequent
refueling.

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.

CREDITS AND COSTS


● Credits are the universal currency. Tag your financial state
with terms like “Wealthy,” “Barely Scraping By,” or “Broke.”
● When buying, selling, or upgrading, consult the oracle to
determine prices and availability.
This table defines various Wealth Tags and the corresponding
financial states, lifestyle standards, and consistency of credits
required for upkeep.

LIVING COSTS BREAKDOWN

Low Cost Moderate High Cost


Category (Monthly) Cost (Monthly)
(Monthly)

500–2,000 5,000– 20,000+


Housing 10,000
credits credits credits

Food 300–1,000 3,000–5,000 10,000+


credits credits credits

Healthcare Free or 2,000–5,000 10,000+


public care credits credits

Entertainment Free or 2,000–5,000 10,000+


minimal credits credits

Services None or 1,000–3,000 8,000+


shared credits credits

ECONOMIC SYSTEM 33
WEALTH TAGS AND COST OF LIFE
Financial
Wealth Tag Lifestyle Details
State

Luxurious housing, fine


Abundant dining, elite services,
Wealthy resources advanced entertainment,
private security.

Spacious apartment, quality


Sufficient
Comfortable meals, occasional luxuries,
resources basic healthcare, hobbies.

Steady Modest housing, nutritious


income,
Stable meals, affordable healthcare,
secure basic entertainment.
assets

Small housing or shared


Barely Limited quarters, basic meals, minimal
Scraping By resources healthcare, rare luxuries.

No Crowded living, rationed food,


Broke resources reliance on charity, limited
or debt survival essentials.

Homeless or dependent on
Severe lack
Destitute of resources charity, food insecurity,
frequent danger.

34 LONER: SPACER
Credits Required
Consistency (Monthly)

Fully consistent; no financial stress. 50,000+

Mostly consistent; minor budgeting 20,000–50,000


needed.

Generally consistent; manageable 10,000–20,000


setbacks.

Inconsistent; sacrifices are common. 5,000–10,000

Highly inconsistent; constant struggles. 1,000–5,000

No consistency; survival is day-to-day. 0–1,000

BARTERING AND COST ADJUSTMENTS


BARTERING SYSTEM
● Charismatic Tags (“Persuasive,” “Clever Trader”) grant
discounts of up to 20%.
● Wealth Tags influence NPC reactions; “Broke” might lead to
price hikes, while “Wealthy” could grant exclusive deals.

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.

Fuel Docking Routine Condition


Ship Type Costs Fees Maintena Impact
(Monthly) (Daily) nce

1,000– 2,000– Pristine:


Small 100–500
3,000 5,000 +10% life-
Ship credits
credits credits span
Worn:
5,000– 8,000– +20%
Medium 500–1,500
10,000 15,000 mainte-
Ship credits
credits credits nance
costs
Damaged:
15,000– 1,500– 25,000– Requires
Large 25,000 5,000 50,000 emer-
Ship credits credits credits gency re-
pairs
Malfunc-
tioning: -
Luxury/ 50,000+ 5,000+ 100,000+ 50% oper-
Capital credits credits credits ational ca-
pacity

FUEL COSTS BY TYPE


Fuel Type Cost (Per Unit) Usage Notes

Standard Used for most propulsion


100 credits/unit
Fuel systems.

Required for hyperspace


Hyperfuel 500 credits/unit travel; limited supply.

Exotic Needed for advanced or


1,500 credits/unit
Fuel alien tech.

36 LONER: SPACER
DOCKING FEES BY LOCATION

Location Cost (Daily) Notes

Small 100–300 Basic services, limited


Spaceport credits security.

Commercial 500–1,000 Secure docking, repair


Hub credits facilities, refueling.

Luxury Premium amenities, high


2,000+ credits
Spaceport security.

Illegal 1,000 credits Discreet services, risk of


Dockyard flat betrayal.

CONDITION-BASED MAINTENANCE ADJUSTMENTS


The condition of your ship impacts the cost and frequency of
maintenance.

Adjustment to
Condition Impact
Costs
-10% Extended operational
Pristine maintenance lifespan.
costs

Reliable Standard costs Predictable performance.

+20% Minor system failures are


Worn maintenance common.
costs
+50% Major repairs required
Damaged maintenance frequently.
costs
+100% Operates at reduced
Malfunctioning maintenance efficiency; prone to
costs failure.

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.

STAR SYSTEM GENERATION


Each star system is unique, offering opportunities, challenges,
and mysteries. Use the following steps and tables to generate a
system.

STEP 1: DETERMINE THE STAR


Roll 1d6 to determine the star type.

D6 Star Type Tags

1 Red Dwarf Dim, Cool, Long-Lived

2 Yellow Star Stable, Moderate Heat

3 Blue Giant Hot, Bright, Short-Lived

4 Binary System Complex, High Gravitational Pull

5 Neutron Star Dense, Hazardous Radiation


Black Hole
6 Invisible, High Gravity
(system edge)

STEP 2: PLANETS AND FEATURES


Roll 2d6 to determine how many orbits has the system. Then roll
1d6 for each orbit to determine what occupies it.

D6 Orbit Feature Tags

1-2 Rocky Planet Resource-Rich, Dense Atmosphere

3 Gas Giant Massive, Host to Moons

4 Habitable Planet Fertile, Alien Ecosystem

5 Asteroid Belt Hazardous, Rich in Minerals

Derelict Space
6 Ancient, Mysterious
Station/Artifact

TRAVEL & NAVIGATION 39


STEP 2A: DETERMINE HABITABLE PLANET TYPE
If an orbit features a Habitable Planet, roll 1d6 to determine its
type.

D6 Planet Type Description

1 Terrestrial Earth-like world with diverse ecosystems.

Vast oceans dominate the surface, with


2 Oceanic scattered islands or submerged cities.

Dry deserts and rocky terrain; limited wa-


3 Arid ter and vegetation.

Covered in ice and snow; possible sub-


4 Frozen surface oceans or geothermal activity.

Dense forests and extreme biodiversity;


5 Jungle often dangerous for outsiders.

Alien landscapes with unique atmo-


6 Exotic spheric or geological features.

STEP 2B: PLANETARY CIVILIZATION


Roll 1d6 to determine the level of civilization present on the
planet.

Civilization
D6 Tags
Level
Pre-
1 Primitive, Resourceful
Industrial
Early
2 Mechanized, Rapidly Expanding
Industrial

3 Spacefaring Efficient, Connected

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

STEP 3: SPECIAL SYSTEM EVENTS


Roll 1d6 to add a unique event or trait to the system.

D6 Special Trait

1 Hostile Faction Presence

2 Dangerous Radiation Storm

3 Alien Ruins

4 Trade Hub or Spaceport

5 Civil War or Conflict Zone

6 Rare Resource Cluster

TRAVEL & NAVIGATION 41


NAVIGATION AND TRAVEL
Space travel involves precise calculations and careful resource
management. All travel distances are measured in Light Units
(LU) — a narrative measure of distance.

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).

FUEL AND RESOURCE MANAGEMENT


● Each ship has a Fuel Capacity, defined by its tags. Example:
“Efficient Engines” may use less fuel.
● Resource Consumption: For each LU traveled, deduct 1 unit
of fuel or supplies. A tag like “Extended Fuel Tanks” allows for
longer journeys.
● Refueling: Purchase fuel at spaceports or mine resources in
systems with asteroid belts or gas giants (requires “Mining
Equipment” tag).

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.

HYPERSPACE/FASTER-THAN-LIGHT (FTL) TRAVEL


FTL travel allows you to bypass vast distances but introduces
unique risks.

FTL JUMP PROCEDURE


1. Spool Hyperdrive: Takes 1d6 in-game hours. Tags like
“Advanced Hyperdrive” may reduce this.
2. Plot Course: Roll 2d6. A result of 7+ means a clear path.
Otherwise, consult the FTL Mishap Table.
3. Jump to Hyperspace: Each jump consumes significant
fuel—calculate based on distance.

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

SPACE TRAVEL ENCOUNTER TABLE


During travel, roll 2d6 to determine events or challenges.

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

TRAVEL & NAVIGATION 43


ECONOMY & TRADING
The economic system in Loner: Spacer is built around dynamic,
oracle-driven trading mechanics. It focuses on the flow of
commodities, fluctuating markets, and the player’s ability to
influence their reputation and profitability within an interstellar
economy.

COMMODITY AND TRADE ROUTE MECHANICS


Trading is a central activity for players who choose the merchant
or smuggler path. Commodities are defined by tags that influence
their value and transport requirements.

STEP 1: DETERMINE COMMODITIES


Roll on the Good Table to identify trade goods available at your
current location.

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

STEP 2: TRADE ROUTES


Determine a destination system using the Trade Route Table.

D6 Route Condition Tags

1-2 Well-Traveled Safe, Moderate Profit

3-4 Isolated Risky, High Profit Potential

5 Faction-Controlled Taxed, Dangerous

6 Smuggler’s Run Illegal, High Reward

Use the route condition to influence pricing and encounters


during travel.

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.

SYSTEM ECONOMIC TAGS


Category Examples
Wealth Rich, Poor, Moderate
Specialization Agricultural, Industrial, Technological
Demand High, Low, Stable

Ask the oracle or roll 2d6 to assign tags to a system:


● 2-4: Poor Economy
● 5-9: Moderate Economy
● 10-12: Rich Economy
These tags influence the availability of commodities, pricing, and
trading opportunities.

EXAMPLE SYSTEM ECONOMIES


● Rich Technological Hub: “Advanced Tech” has low prices
but high demand in neighboring systems.
● Poor Agricultural World: “Food Supplies” are cheap but in
high demand elsewhere.

PRICING AND MARKET FLUCTUATION RULES


Prices fluctuate based on the system’s economic tags and current
events.

BASE PRICING
Use the Commodity Price Table to establish baseline prices.

Commodity Base Price (per unit)


Food Supplies 50 Credits
Precious Metals 500 Credits
Advanced Tech 1,000 Credits
Alien Artifacts 2,000 Credits
Industrial Goods 200 Credits
Medical Supplies 300 Credits

ECONOMY & TRADING 45


PRICE MODIFIERS
Adjust base prices by rolling 1d6 and consulting the Market
Modifier Table.
D6 Price Modifier
1 Halved (Flooded Market)
2-3 -25%
4-5 +25%
6 Doubled (High Demand)

Modifiers are further influenced by tags:


● “High Demand” adds +1 to the roll.
● “Illegal Commodity” always starts with a +25% price increase.
● “Perishable” may reduce price if delivery is delayed.

REPUTATION AND TRADING INFLUENCE


Reputation reflects your character’s standing within the trading
community, influencing prices, access, and opportunities.

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

5 System Protector Economic Savior Respected Trader

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

ECONOMY & TRADING 47


TRADE EVENTS AND OPPORTUNITIES
Add dynamism to trading with random events and opportunities.

TRADE OPPORTUNITY TABLE (2D6)


2D6 Event
2 Rare commodity auction (requires credits)
3 Faction trade embargo
4 Supply shortage (prices double temporarily)
5 Pirate blockade near trade route
6 Black market dealer offers a high-risk deal
7 Routine trade
8 Local festival (prices for luxury goods increase)
9 Trade permit revoked (temporary)
10 Major faction offers lucrative contract
11 Smuggler requests help transporting goods
12 Discovery of a hidden trade route

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

Copper Wires Precious Durable, Bulk 200


Metals
Cryogenic Medical Fragile, 800
Supplies Supplies Restricted
Advanced Compact,
Energy Cells 1,000
Tech Restricted
Experimental Advanced Illegal, 3,000
Devices Tech Mysterious
Factory Industrial Bulk, High 300
Components Goods Demand
Fresh Food Perishable, Bulk 50
Produce Supplies
Fusion Advanced Compact, 1,200
Batteries Tech Durable
Precious Compact, High
Gold Ingots 500
Metals Value
Advanced Fragile, High
Holo-Crystals 1,500
Tech Demand
Lubricant Industrial Bulk, Critical 150
Supplies Goods
Luxury Food Perishable,
Cuisine Supplies Valuable 200

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

Stasis Relics Alien Artifacts Fragile, Valuable 2,800

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.

RANDOM MISSION GENERATION TABLES


Generate missions dynamically using these tables. Roll a series of
dice to define the mission’s Objective, Complication, Reward,
and Setting.

MISSION OBJECTIVE TABLE


D6 Objective
1 Transport Goods
2 Rescue/Extraction
3 Espionage/Reconnaissance
4 Combat/Eliminate Threat
5 Exploration/Survey
6 Retrieve Rare Artifact

MISSION COMPLICATION TABLE


D6 Complication
1 Hostile Faction Involvement
2 Dangerous Environmental Hazard
3 Double-Crossed by a Client
4 Malfunctioning Equipment
5 Unexpected Rival Interference
6 Local Law Enforcement Scrutiny

MISSION REWARD TABLE


D6 Reward
1 Valuable Credits
2 Advanced Technology
3 Favor from a Faction
4 Rare Resource
5 Hidden Knowledge
6 New Trade Opportunity

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.

NARRATIVE FRAMEWORK FOR UNIQUE ADVENTURES


The Loner: Spacer framework allows you to build complex,
engaging narratives using oracle-driven prompts and tag-based
storytelling. Follow this structure to develop adventures:

STEP 1: START WITH A HOOK


Roll or decide on an initial event to kickstart the adventure.
Example hooks:
● A distress signal from a stranded vessel (“Unknown Origin”
tag).
● A lucrative job offer from a faction (“Urgent and High-Paying”
tag).
● Discovery of a mysterious star map leading to uncharted
space.

STEP 2: LAYER CHALLENGES


Add challenges to create tension. Use the Environmental
Challenge Systems below or the Mission Complication Table to
introduce obstacles. Challenges should align with the mission’s
tags.

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).

STEP 4: ADD TWISTS


Incorporate twists using the oracle or roll on the Mission Twist
Table:

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

ENVIRONMENTAL CHALLENGE SYSTEMS


Space is hostile and unpredictable. The following systems
introduce environmental challenges that add depth and difficulty
to your missions.

HAZARD TABLE
D6 Hazard Tags

1 Solar Storm Disruptive, Hazardous

Chaotic, High Damage


2 Meteor Shower Potential
Black Hole
3 Unpredictable, High Risk
Gravitational Pull

4 Radiation Field Persistent, Health Threat

5 Hostile Alien Fauna Aggressive, Territorial

6 Unstable Terrain Fragile, Dangerous

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.

ADVENTURE CREATION EXAMPLE


1. Hook: You receive an urgent distress call from an
abandoned mining colony.
● Tags: “Remote,” “Rich Resources,” “Dangerous.”
2. Objective: Retrieve medical supplies for survivors.
● Roll: Mission Objective = Rescue/Extraction.
3. Complication: The colony is under attack by hostile alien
fauna.
● Roll: Mission Complication = Hostile Faction Involvement
(Aliens).
4. Reward: A faction offers payment in rare resources for your
aid.
● Roll: Mission Reward = Rare Resource.
5. Setting: The mission takes place in a hazardous asteroid
belt.
● Roll: Mission Setting = Asteroid Belt.
6. Challenge: Mid-mission, a solar storm destabilizes the
colony.
● Roll: Hazard = Solar Storm.
7. Twist: The supplies include a mysterious alien artifact.
● Roll: Twist = The true goal is not what it seems.

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.

ALIEN CIVILIZATION CREATION GUIDELINES


Alien civilizations add mystery and depth to the galaxy. Use these
steps to define their unique traits.

STEP 1: CORE TRAITS


Each civilization is described by a combination of tags that define
their nature.

Category Examples

Biology Amphibious, Silicon-Based, Photosynthetic

Society Communal, Hierarchical, Nomadic

Technology Primitive, Advanced, Symbiotic

Temperament Hostile, Cooperative, Curious

Roll or choose one tag from each category to define the


civilization’s core.

STEP 2: CULTURAL QUIRKS


Add a distinctive cultural element using the Alien Culture Table:
D6 Cultural Trait Tags

1 Ritualistic Deep Traditions, Symbolic

2 Mercantile Trade-Oriented, Practical

3 Warrior Society Honor-Bound, Aggressive

4 Scientific Focus Experimental, Curious

5 Religious Zeal Devout, Mystical

6 Isolationist Xenophobic, Secretive

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

STEP 4: STRENGTHS AND WEAKNESSES


Assign one Strength and one Weakness to balance the
civilization’s role in the galaxy.

Strengths Weaknesses

Advanced Technology Technologically Stagnant

Strategic Diplomacy Prone to Internal Conflict

Resilient Biology Fragile Ecosystem

Expansive Territory Poor Resource Management

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 1: FACTION TRAITS


De�ine the faction with the following tags:
1. Concept: Summarize the faction’s identity (e.g., “Galactic
Trade Guild” or “Pirate Confederacy”).
2. Skills (x2): Two general traits that define what they excel at
(e.g., “Efficient Logistics” or “Espionage Specialists”).
3. Frailty: A notable weakness (e.g., “Corrupt Leadership” or
“Overextended Territories”).
4. Motive: The faction’s overarching goal (e.g., “Control Trade
Routes” or “Destroy Rival Factions”).

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.

Faction A Faction B Faction C

Galactic Trade Neutral Friendly


Guild

Pirate Confederacy Hostile Neutral

Planetary Coalition Friendly Tense

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 AND TECHNOLOGICAL DIVERSITY FRAMEWORKS


The galaxy is a tapestry of diverse cultures and technologies.
These frameworks help you design civilizations, planets, and
factions that feel distinct.

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

D6 Tech Level Tags

1 Pre-Industrial Primitive, Resourceful

2 Early Industrial Mechanized, Rigid

3 Spacefaring Efficient, Practical

4 Advanced Spacefaring Innovative, Modular


Symbiotic/Organic
5 Integrated, Adaptive
Technology
6 Experimental/Alien Unstable, Mysterious

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

1 Achenor Zha’Rii Kephos

2 Esharin Drayek Oruloth

3 Gorrin Vaskari Tzaleth

4 Yvorka Quelari Zondar

5 Valtor Ilydris Teshkar

6 Elnath Obareth Syrak

4 5 6

1 N’Ketra Velkaris Xanthel

2 Threxil Ulvora Krellian

3 Rionyx Haldrun Myrenax

4 Aruvel Serken Bhaznur

5 Kryndor Khaelos Phyrrion

6 Iridion Maleth Corvalex

60 LONER: SPACER
PLANETS

1 2 3

1 Talexis Dreva Myrr

2 Braxis Kelari Vuneth

3 Xephon Turava Malzor

4 Lethros Solentha Nyskar

5 Uveth Daruun Impara

6 Arkanis Ylvara Mezeth

4 5 6

1 Olkara Cintar Fyssun

2 Ashara Jornis Quivira

3 Entra Zael Ghorin

4 Belyra Vecon Joraxis

5 Skorix Kryta Zhonar

6 Tilion Exova Dereth

TABLES 61
MOONS & ASTEROID CLUSTERS

1 2 3

1 Talvet’s Ring Cryn Belt Drifthollow

2 Xharn’s Crown Koro Verge Hollow Ember

3 Frostpin Albor Blight Theta Rocks

4 Bramble Halo Vakhan Field Krelos Rim

5 Rion’s Dust Lethen Drift Kassandra’s Halo

6 Rookfall Tarn Maw Voidglass

4 5 6

1 Irna’s Eye Mavak Cradle The Shale Coil

2 Yiln Crust Zaruun Chain Lintari Coil

3 Vulcari Rim Dros Crag Gelt Shard

4 Quarric Arc Xydra Cloud Emberreach

5 Iron Vane Mirix Maw Zenth Cluster

6 Nelma’s Ring Flayer Crest Galder Ice

62 LONER: SPACER
STATIONS & INSTALLATIONS NAMES

1 2 3

1 Relay K-47 Velth Prime Port Cyan

2 Ardent Bastion Kerrin’s Reach Boreal Station

3 Drixel Hub Haven Shard Blackport

4 Echelon V Kora Point Tangent Relay

5 Trinary Helm Delphi Outpost K’Tal Foundry

6 Zenith Arc Zeek’s Coil Omega Refuge

4 5 6

1 Obrex Nexus Navspire Gamma Juno Array

2 Nova Vane Respite Anchor Outpost Yarra

3 Citadel 9 Glass Halo Horath Spoke

4 Wraith Base Voidcall Node Pax Ascendant

5 Skell Station Beacon Arus Enclave Nox

6 Tristorm Yard Silent Mooring Station Myndra

TABLES 63
VERBS
INSPIRATION TABLES

1 2 3

1 Discover Retrieve Escape

2 Explore Decode Attack

3 Build Salvage Trade

4 Transport Analyze Evacuate

5 Observe Hack Patrol

6 Examine Infiltrate Hunt

4 5 6

1 Negotiate Confront Repair

2 Survey Sabotage Protect

3 Smuggle Pursue Investigate

4 Hide Capture Signal

5 Defend Recruit Forge

6 Bypass Deliver Recover

64
ADJECTIVES

1 2 3

1 Ancient Mysterious Dangerous

2 Advanced Alien Critical

3 Remote Hostile Unique

4 Crumbling Vibrant Chaotic

5 Radiant Uncharted Inhabited

6 Shifting Exotic Vital

4 5 6

1 Hidden Massive Fragile

2 Desolate Restricted Valuable

3 Inaccessible Unstable Secretive

4 Vital Dense Faint

5 Shattered Dormant Isolated

6 Forbidding Complex Eerie

TABLES 65
NOUNS

1 2 3

1 Starship Artifact Faction

2 Alien Engine Weapon

3 Treasure Beacon Rival

4 Planet Data Core Smuggler

5 Signal Prisoner Pirate

6 Spy Prototype Rebel

4 5 6

1 Outpost Nebula Colony

2 Station Crew Trade Route

3 Asteroid Civilization Rift

4 Cargo Ruins Diplomat

5 Map Relic Creature

6 Star Resource Portal

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.

COMICS & VISUAL MEDIA


● Prophet (Brandon Graham) – Alien weirdness and interstellar
scavenging.
● Saga (Brian K. Vaughan & Fiona Staples) – Emotionally driven
space opera.
● Descender (Jeff Lemire & Dustin Nguyen) – AI mysteries and
exploration aesthetics.

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]

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