Every Journey Begins With a Question.
One hero. Infinite possibilities. Build your character, frame a scene, and let the Oracle surprise you. Guided prompts help your imagination find its next turn.
How your adventure unfolds
Define your hero, skills, frailty and driving goal.
Frame a scene or generate a fresh premise.
Roll Chance and Risk to test the unknown.
Interpret surprises and record the story.
Scene 1 · Dramatic
Guided prompt: What is already true about this situation? Describe it before asking the dice to decide anything uncertain.
Consult Fate
Conflict & Consequences
For a Harm & Luck conflict, begin with both sides at 6 Luck. Positive Oracle results damage the opponent; negative results damage you. Luck resets after the conflict, but story consequences remain.
Character Sheet
4e protagonist tags are descriptive, not numerical bonuses. Relevant skills, frailties, gear, and conditions determine when Advantage or Disadvantage applies.
Campaign & World
Living World Records
Optional 4e Modules
Status Track
Adventure Journal
How to Play
1. Create your protagonist. Give them a concept, two skills, a frailty, two pieces of gear, a goal and motive. Begin with 6 Luck.
2. Establish the adventure. Choose a setting, use the optional 5W+H setup generator, and frame a scene: where, who, and goal.
3. Ask only uncertain Yes/No questions. Roll Chance and Risk. Higher Chance means Yes; higher Risk means No. Both low (1–3) adds “but”; both high (4–6) adds “and”; mixed results are plain. Equal dice always mean “Yes, but...”
4. Use tags. Advantage adds one Chance die, Disadvantage adds one Risk die; keep the higher die of the matching color. Do not stack beyond two dice of either color.
5. Track twists. Doubles add one Twist outside Harm & Luck conflicts. On the third double, roll the Twist table and reset the counter.
6. Resolve conflicts. In Harm & Luck mode, Yes and/normal/but deals 3/2/1 damage to the opponent; No and/normal/but deals 3/2/1 to the protagonist. At zero Luck, the side is defeated. Luck resets after conflict, while consequences can persist.
7. Close the scene. Finish when the goal resolves, becomes blocked, or is abandoned. Roll a transition: 1–3 Dramatic, 4–5 Quiet, 6 Meanwhile. For Meanwhile, update the opposition and ask if an ally or wildcard acts independently.
8. Record the world. Maintain NPCs, places, tags, challenges, and a journal. The Oracle offers direction, but you decide what the results mean in your fiction.
Adapted from Loner 4e by Roberto Bisceglie / ZotiQuest Games (© 2026), licensed under Creative Commons Attribution-ShareAlike 4.0. This adaptation is shared under CC BY-SA 4.0. Source rules: CC BY-SA 4.0 license. This independent web adaptation is not an official ZotiQuest Games product. Web adaptation: Marcus Draper · Deskatur.com.