Solo Seven RPG System
Solo Seven RPG — Rules v1.0
A zero‑prep, beginner‑friendly engine for any genre
Quick Nav
0 Overview
- One opposed roll resolves every risk.
- Three Strikes end the adventure.
- Seven fixed Acts give built‑in pacing.
- Procedural tables (d12+) answer every question—no blank page panic.
- Swap flavour, keep rules: fantasy, cyberpunk, space opera—your pick.
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?”
- Roll Hook d20 → 8 → Repay a debt.
- Interpretation: Ryn owes the Chrome Vipers gang 5 000 creds by sunrise or loses a kidney.
- Act goal achieved (we know the motivation) → proceed to Act 2.
Act 2 · Gate – “Where am I?”
- Roll Location d12 → 7 = Bustling marketplace.
- Roll Feature d12 → 8 = Rival gang.
- Interpretation: The Neon Night‑Market is crawling with Chrome Viper spotters.
- No danger yet → no roll → Act 2 goal answered → go to Act 3.
Act 3 · Exploration – “Who’s here?”
NPC Role d12 → 2 = Traveler.
NPC Disposition d12 → 9 = Desperate.
Narrative: A bleeding data‑runner staggers toward Ryn, clutching a glowing chip.
Oracle check – “Does the runner want me to finish the delivery?” (50/50) → d6 = 5 Yes.
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.
Act 3 objective (“meet someone / learn something”) fulfilled → go to Act 4.
Act 4 · Rising Threat – “What stands in my way?”
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).
Objective d12 → 2 = Steal valuables (it’s been sniffing for the chip).
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).
Taking a Strike automatically ends Act 4 → advance to Act 5.
Act 5 · Crisis – “Can I survive the worst risk so far?”
- Ryn scrambles up wet scaffold to the rooftops, trying to shake the mastiff.
- Task: Parkour + route planning = Use Mind d8 (tactical path‑finding) vs Tough d8 (slick metal, gunfire).
- Roll 6 vs 5 → success. No Strike.
- Crisis overcome → advance to Act 6.
Act 6 · Climax – “Do I defeat the threat?”
Rooftop showdown. Acid rain + earlier wound = disadvantage on Ryn’s attack.
Clash #1: two d10 (keep 5) vs d8 8 → lose → would be Strike 2, but Shadow Step triggers (Edge negates).
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.
Mastiff disabled → main threat ended → Act 6 complete.
Act 7 · Resolution – “What changes now?”
- Reward d12 (Cyber column) → 4 = Nanomed Patch.
- Patch seals Ryn’s wound → clears the one Strike.
- Ryn trades the delivery chip to a corp fixer, paying off the Chrome Vipers.
- Outcome: Debt wiped, reputation intact, story ends with 0 Strikes.
Why things happened
- Difficulty dice picked from the table: d6 easy grab, d8 tough climb, d8 foe threat.
- Strikes only on major setbacks (losing to the mastiff or falling).
- Edge used once to cancel a Strike in the climax.
- Act transitions: answered each Act’s question or suffered a Strike, exactly per §4. All events flowed from the tables—no prep, pure dice‑driven improv.