a giant rat with wings

Solo Seven RPG System

Solo Seven RPG — Rules v1.0

A zero‑prep, beginner‑friendly engine for any genre

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0 Overview


1 Character Creation

Step Action
1 Concept – one‐liner (“Mercenary hacker”).
2 Assign Dice – use d10, d8, d6 once each for: Physical · Agility · Mind.
3 Edge – pick one: Power Hit (re‑roll Physical once/story) · Shadow Step (ignore one failed Agility) · Insight (roll Yes/No twice, pick result).
4 Gear – one thematic item (narrative bonus only).

2 Dice & Core Mechanic

Choose an Aptitude die → choose Challenge die:

Difficulty Die
Trivial d4
Easy d6
Tough d8
Dangerous d10
Deadly d12
Legendary d20

Roll both; high wins. Lose → gain a Strike. Tie → partial success.


3 Strikes (System Health)

Strikes Status Effect
0 Fine
1 Wounded Describe injury
2 Critical Roll disadvantage (2 dice, keep low)
3 Defeated Dead, captured, or retire hero

Armor or Edge can cancel one Strike per story.


4 Seven‑Act Story Frame

Advance to next Act when you answer the Act Question or take a Strike.

# Act Scene Question
1 Hook What drives me? (roll Hook)
2 Gate Where am I? (roll Location + Feature)
3 Exploration Who’s here? (roll NPC)
4 Rising Threat What stands in my way? (Conflict Builder + Objective)
5 Crisis Do I survive the worst risk so far?
6 Climax Do I overcome the threat?
7 Resolution What changes now? (roll Reward)

An 'episode' ends after Act 7; continue until a final episode brings resolution.


5 Procedural Tables

5.1 Hook (d20)

d20 Goal
1 Avenge betrayal 11 Unearth lost lore
2 Earn quick coin 12 Evade bounty
3 Retrieve heirloom 13 Protect innocents
4 Rescue captive 14 Test invention
5 Map uncharted place 15 Expose corruption
6 Break dark curse 16 Seal planar rift
7 Prove worth 17 Claim legendary treasure
8 Repay debt 18 Broker peace
9 Stop looming disaster 19 Hunt a monster
10 Win risky wager 20 Fulfil prophecy

5.2 Location (d12) + Feature (d12)

d12 Location d12 Feature
1 Desert ruin 1 Hidden vault
2 Foggy forest 2 Collapsing bridge
3 Mountain pass 3 Ancient statue
4 Seaside cave 4 Whispering spirits
5 Abandoned mine 5 Lava fissure
6 Frozen tundra 6 Giant skeleton
7 Bustling marketplace 7 Secret alley
8 Underground city 8 Rival gang
9 Sky temple 9 Storm vortex
10 Clockwork tower 10 Time anomaly
11 Haunted manor 11 Mirror portal
12 Sewer labyrinth 12 Toxic sludge

5.3 NPC Generator (d12 × d12)

Role (d12) Disposition (d12)
1 Local 1 Friendly
2 Traveler 2 Helpful
3 Merchant 3 Curious
4 Scholar 4 Cautious
5 Guard 5 Indifferent
6 Dignitary 6 Suspicious
7 Outlaw 7 Hostile
8 Mystic 8 Deceitful
9 Artisan 9 Desperate
10 Medic 10 Psychotic
11 Scout 11 Fearful
12 Performer 12 Scheming

Combine: “Deceitful Mystic.” If Disposition ≥ 7 treat role as threat (Challenge d6).


5.4 Conflict Builder (choose one genre, roll 3 d6)

Roll once on Descriptor, Trait, and Form columns, then string the words together. Example (fantasy): 2, 4, 5 → *“Wandering Armored Giant.” Give the foe a Threat die: d6 (minion) · d8 (standard) · d10 (elite) · d12 (boss).


5.4 A · Fantasy Table

d6 Descriptor d6 Trait d6 Form
1 Calm 1 No special trait 1 Humanoid
2 Wandering 2 Poisonous 2 Beast
3 Noble 3 Flying 3 Undead
4 Savage 4 Armored 4 Elemental
5 Arcane 5 Regenerating 5 Giant
6 Shadowy 6 Magical Aura 6 Spirit

5.4 B · Cyberpunk Table

d6 Descriptor d6 Trait d6 Form
1 Civilian‑grade 1 No special trait 1 Humanoid
2 Corporate 2 Drone‑assisted 2 Beast (bio‑mod)
3 Rogue 3 Armored plating 3 Drone
4 Augmented 4 Hacking spike 4 Android
5 Stealth 5 Explosive rig 5 Swarm (micro‑bots)
6 Rampant 6 Cloaking field 6 AI construct

Descriptors 1‑2 are mild, 3‑4 moderate, 5‑6 severe—use Threat die accordingly.


5.5 Conflict Objective (d12)

d12 They aim to…
1 Guard a site
2 Steal valuables
3 Hunt you
4 Complete ritual
5 Escape pursuit
6 Negotiate
7 Sabotage
8 Gather intel
9 Deliver package
10 Kidnap target
11 Destroy evidence
12 Explore frontier

5.6 Faction Seeds (d12 × d12)

Type (d12) Goal (d12)
1 Government Agency 1 Conquer neighbours
2 Municipal Council 2 Defend territory
3 Corporate Group 3 Amass wealth
4 Faith Order 4 Spread creed
5 Fanatic Cult 5 Summon power
6 Criminal Syndicate 6 Control trade
7 Rebel Movement 7 Overthrow ruler
8 Nomad Tribe 8 Secure resources
9 Mercenary Band 9 Profit from war
10 Research Collective 10 Unearth secrets
11 Mystic Cabal 11 Manipulate fate
12 Expansion Consortium 12 Colonise frontier

Faction Turn: after each adventure roll d6 per faction: 1‑2 setback • 3‑4 no change • 5‑6 progress.


5.7 Yes/No Oracle (d6)

d6 Result
1 No, And (worse)
2 No
3 No, But
4 Yes, But
5 Yes
6 Yes, And (bonus)

Slide one step if outcome is obvious.


6 Reward Table (d12)

d12 Fantasy Reward Cyberpunk Reward
1 Pouch of ancient coins Encrypted cred‑stick
2 Jeweled dagger Smart‑knife
3 Minor spell scroll Prototype firmware
4 Healing elixir Nanomed patch
5 Dragon‑scale shard Reactive armor plate
6 Rune‑etched relic (plot) Quantum data shard (plot)
7 Bag of gemstones Crypto wallet codes
8 Map to hidden vault AR overlay schematics
9 Potion of invisibility Cloak‑field battery
10 Blessed icon Bio‑chip key
11 Mythic beast egg Black‑ICE source
12 Royal pardon Corporate favour chit

Choose the column matching your setting.


7 Example of Play — full walk‑through (Cyberpunk)

Hero: Ryn Vox, freelance courier. Dice: Physical d6 · Agility d10 · Mind d8 · Edge “Shadow Step” (ignore one failed Agility roll once per story). Tables used: every numbered table in chapter 5 and the Cyber column of the Reward table.


Act 1 · Hook – “Why am I in trouble?”

  1. Roll Hook d20 → 8Repay a debt.
  2. Interpretation: Ryn owes the Chrome Vipers gang 5 000 creds by sunrise or loses a kidney.
  3. Act goal achieved (we know the motivation) → proceed to Act 2.

Act 2 · Gate – “Where am I?”

  1. Roll Location d12 → 7 = Bustling marketplace.
  2. Roll Feature d12 → 8 = Rival gang.
  3. Interpretation: The Neon Night‑Market is crawling with Chrome Viper spotters.
  4. No danger yet → no roll → Act 2 goal answered → go to Act 3.

Act 3 · Exploration – “Who’s here?”

  1. NPC Role d12 → 2 = Traveler.

  2. NPC Disposition d12 → 9 = Desperate.

  3. Narrative: A bleeding data‑runner staggers toward Ryn, clutching a glowing chip.

  4. Oracle check – “Does the runner want me to finish the delivery?” (50/50) → d6 = 5 Yes.

  5. Challenge: Grab the chip before Vipers notice.

    • Ryn’s Agility d10 vs Easy d6 (only shaky hands opposing).
    • Roll 9 vs 4 → success (no Strike). Chip obtained.
  6. Act 3 objective (“meet someone / learn something”) fulfilled → go to Act 4.


Act 4 · Rising Threat – “What stands in my way?”

  1. Conflict Builder (roll three d12):

    • Descriptor 6 = Mutant
    • Trait 3 = Armored
    • Form 3 = Machine“Mutant Armored Machine” → interpret as a Viper cyber‑mastiff (Threat d8: tougher than a street punk but not a boss).
  2. Objective d12 → 2 = Steal valuables (it’s been sniffing for the chip).

  3. Combat Roll:

    • Ryn uses Agility d10.
    • Mastiff threat d8.
    • Result 4 vs 6 → Ryn loses → Strike 1 (the hound’s piston‑jaw scrapes his side).
  4. Taking a Strike automatically ends Act 4 → advance to Act 5.


Act 5 · Crisis – “Can I survive the worst risk so far?”

  1. Ryn scrambles up wet scaffold to the rooftops, trying to shake the mastiff.
  2. Task: Parkour + route planning = Use Mind d8 (tactical path‑finding) vs Tough d8 (slick metal, gunfire).
  3. Roll 6 vs 5 → success. No Strike.
  4. Crisis overcome → advance to Act 6.

Act 6 · Climax – “Do I defeat the threat?”

  1. Rooftop showdown. Acid rain + earlier wound = disadvantage on Ryn’s attack.

  2. Clash #1: two d10 (keep 5) vs d8 8 → lose → would be Strike 2, but Shadow Step triggers (Edge negates).

  3. Clash #2: Agility d10 single roll = 8 vs d8 6 → win.

    • Describe: Ryn vault‑kicks the mastiff into a neon billboard; sparks and servo oil fly.
  4. Mastiff disabled → main threat ended → Act 6 complete.


Act 7 · Resolution – “What changes now?”

  1. Reward d12 (Cyber column) → 4 = Nanomed Patch.
  2. Patch seals Ryn’s wound → clears the one Strike.
  3. Ryn trades the delivery chip to a corp fixer, paying off the Chrome Vipers.
  4. Outcome: Debt wiped, reputation intact, story ends with 0 Strikes.

Why things happened