Soloist RPG
Soloist RPG
Soloist RPG
Quick Start
Introduction ........................................................................................................................................ 1
Guidelines ........................................................................................................................................... 1
Randomisers ....................................................................................................................................... 3
Randomiser - Genre ........................................................................................................................ 4
Randomiser - Characters ................................................................................................................. 5
Randomiser - Adventure Seeds....................................................................................................... 8
Randomiser - Locations ................................................................................................................. 11
Randomiser - Events ..................................................................................................................... 13
INTRODUCTION
Soloist is the RPG rule-set that underlies my Soloist Online solo-rpg game assistant. The tables which
are included here are also part of Soloist Online.
Role-playing games (whether solo or not) tend to range across a spectrum from strategy / war-
gaming at one end through to almost pure story-telling at the other. Soloist falls at the story-telling
end of this spectrum, with dice-rolls and randomiser tables to act as prompts or suggestions, and
leaving everything else to the player's imagination and creativity.
GUIDELINES
Soloist basically consists of the following set of general guidelines. Feel free to ignore or change
anything that doesn't suit you, or that doesn't seem applicable to the current game:
2. Determine your main character(s) and write an introductory description (you can add more
details as the game progresses).
3. Determine the starting point for your adventure, and possibly decide on some features of the
adventure. Write an introductory account of how it begins.
3.1. If you need help, use the Adventure Seed randomiser tables.
4. Dice Mechanic: when you need to check whether a character succeeds or fails at some non-
automatic task, pick a Difficulty Rank for the task, ranging from 3 (easiest) to 12 (hardest), and
roll 2d6. If the result is equal to or greater than the Difficulty Rank, the character succeeded,
otherwise they failed.
4.1. If you are familiar with the "but/and" concept and want to use it, take the difference
between the Difficulty Rank and the actual result. If this is 1, then add 'but' to the answer. If
it is 6 or more, add 'and' to the answer.
5. Combat (or any kind of conflict) is treated as alternating rounds between the characters,
switching between attacker and defender. The Difficulty Rank is based on how good the
defender is at defending as opposed to the attacker. The attacker rolls 2d6 to see if they hit.
Subtract 2 hit points for every successful hit. Player characters start with 9 hit points, minor
NPCs start with 7 hit points (adjust up or down by 1 to 3 points for particularly weak or
particularly hardy characters).
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5.1. Optionally reduce the damage to 1 hit point if the difference between the roll result and the
Difficulty Rank is 1. Increase the damage to 3 hit points if the difference is 6 or more.
5.2. Optionally determine a Fear level for opponents, based on how impressed or fearful they
are concerning the player character, and use this as a Difficulty Rank at the end of each turn
(that is, after each side has had a turn at being both attacker and defender). Roll against this
to see if they continue to fight. If they fail the roll, they either flee or surrender (whichever
seems appropriate). Decrease the Rank by 1 each time they score a hit against the player
character, and increase it by 1 each time the player character scores a hit against them.
6. If you need to have a decision about something which is outside the player character(s) control,
you can consult the Oracle. This uses the same basic dice mechanic, but instead of a Difficulty
Rank you decided how likely or unlikely a given fact or event is. The more unlikely it is, the higher
the Rank. Roll 2d6. If the result is equal to or higher than the Rank, then the event happened or
the suggested fact is true.
6.1. This is used for things like 'is the door locked?', 'are there orcs in the next room?', or 'will it
rain in the next half hour?'
7. If you need a random non-player character, use the Character randomiser tables.
8. If your story is stalled, try the Events randomiser table for a suggestion on what might happen
next.
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RANDOMISERS
The Randomisers are sets of tables to give you hints and suggestions for your game. You roll 1d6 (or
occasionally 2d6) and look up the result in a table. Most of the randomisers include several tables
which work together to give you a final result.
In every case, you can ignore any tables that you don’t like or don’t think are appropriate for the
situation that you want to roll for. You can also re-roll any set of results if they don’t spark any
inspiration for you – the whole point of these tables is not to restrict your options (although you
could use them that way if you want a challenge!) but rather to give you pointers and ideas, and
perhaps some unexpected directions for your developing adventure to go in.
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RANDOMISER - GENRE
It is unlikely that you will start an adventure without any idea even of what genre you want to play,
but if that really is the case, you can use the following table to give you some options.
Roll 1d6 for the main genre. If you want something more specific, roll again to select from the
relevant sub-genres. If you roll a number that doesn't have an entry, just roll again.
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RANDOMISER - CHARACTERS
Use these tables as starting point for your own character if you are stuck for ideas, or use them as a
way of quickly generating significant NPCS (more nondescript NPCs, such as villagers in a fantasy
game, or cops on the beat in a crime game should just select an archetype, or possibly not even that
– they are just generic characters, after all).
ARCHETYPE
Roll Archetype
1 Fighter / Soldier
2 Rogue / Thief
3 Pirate / Smuggler
4 Monk / Cleric
5 Wizard / Technologist
6 Healer / Medic
7 Assassin / Agent
8 Sage / Academic
9 Merchant / Businessman
10 Sailor / Pilot
11 Noble / Politician
12 Courtier / Diplomat
PERSONALITY
Roll Personality
1 Reckless
2 Wary
3 Cheerful
4 Grim
5 Hearty
6 Ascetic
7 Jovial
8 Morose
9 Implacable
10 Devious
11 Calm
12 Hot-tempered
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POSITIVE ATTRIBUTE
You can choose either a positive or a negative attribute, or if you want you can have both.
Roll Attribute
1 Strong
2 Agile
3 Knowledgeable
4 Charismatic
5 Perceptive
6 Skilled
NEGATIVE ATTRIBUTE
Roll Attribute
1 Indecisive
2 Vain
3 Corrupt
4 Vindictive
5 Miserly
6 Treacherous
BACKGROUND
Roll Background
1 Shrouded in mystery
2 Rags to riches
3 Riches to rags
4 Self-made
5 Impoverished nobility
6 Stranger in a strange land
7 Always on the run
8 Born to a life of crime
9 Born to wealth
10 Last of their kind
11 Thwarted ambition
12 Undistinguished
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CHARACTER EXAMPLES
Roll: 8, 6, 3, 6 : Sage, Ascetic, Knowledgeable, Stranger in a strange land
S'sistak the serpent-mage wanders a fantasy world in search of ancient grimoires to further his
knowledge of the necromantic arts. His sinister appearance often makes people shun and fear him,
but he is at heart a kindly soul, in spite of his appearance and his rather grim subject area. He has
laid to rest more than one crypt-fiend, earning the begrudging respect of those whose lives were
imperilled, and his quest for knowledge has led him into strange and often dangerous places.
From the pages of the pulp magazines comes the enigmatic Li-Song, mistress of martial arts, whose
senses are honed so finely that no-one can ever take her by surprise, and who seems to anticipate
her opponent's every move. She works for no-one, and cannot be hired, but is driven by some code
of her own which impels her to brings justice to those who need it and whom she deems worthy.
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RANDOMISER - ADVENTURE SEEDS
Loosely (very loosely) based on the Five Questions – Who, What, Why, Where, How – these tables
can be used to generate some generic (and rather abstract) hints for an adventure scenario.
PATRON
WHO? Not all adventures need to start with a patron, but it is a common trope. If you want a patron
to trigger the adventure, use the following options.
Roll Patron
1 ruler, person in power
2 business or corporation
3 friend or relative
4 victim of a crime
5 object (e.g. you obtain a map or some other clue)
6 (Roll again)
ACTIVITY
WHAT? What is the main activity for this adventure, or at least the activity that is the starting point
for it (it might well head off in other directions)?
Roll Activity
1 investigation
2 acquisition
3 transportation
4 protection
5 captivity
6 elimination
IMPETUS
WHY? What is the motive that drives this adventure? Note that this is not necessarily the player
character's motive – it could be the motive of the villain, or of a patron or other NPC.
Roll Impetus
1 poverty
2 wealth
3 fear
4 desire
5 ambition
6 revenge
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TARGET
WHERE? Most adventures have some kind of target -- an item to obtain, a person to
capture/thwart/protect, and so on.
Roll Target
1 person
2 group
3 item
4 location
5 yourself
6 vehicle
TRIGGER
HOW? How does the adventure begin? What event triggers it? Sometimes the results from the
previous table and your own thoughts about them will give you an obvious starting point, but
otherwise you can use this table to provide a suggestion.
Roll Trigger
1 chance meeting
2 mistaken identity
3 tavern brawl
4 arrest / kidnap
5 accident
6 news report
COMPLICATION
Add a complication to make things more interesting. You could also use this later in the game to up
the stakes if things seem to be a little too easy.
Roll Complication
1 competition
2 treachery
3 environment
4 Concealment
5 Time
6 space
The 'competition' option could simply mean that there is an active opponent to the character's goal,
or it could mean that another character is seeking the same goal.
The 'space' option could mean 'location', suggesting that the target is a long distance away, or it
could literally mean that space-travel is involved.
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ADVENTURE SEED EXAMPLES
Roll: 1, 1, 2, 6, 6, 6 : ruler, investigation, wealth, vehicle, news, space
On board the Orient Express the fabulously wealthy Prince Renard of Nepotania has narrowly
survived an assassination attempt in mysterious circumstances. The newspapers are full of the story.
The Greatest Detective in Europe has not been formally asked to investigate, and the Orient Express
is on the other side of the continent, but these are minor details. The game's a-foot!
Not long ago you were a well-to-do merchant. Now you have lost your money and your business,
and you are languishing in prison, all thanks to the machinations of a doppleganger who has taken
your place. Escape from jail, unmask the imposter, and clear your name. (With some minor tweaks
this scenario could be suitable for almost any genre.)
A chance meeting with someone who knew your father has revealed the name of the one who killed
him. You set out to take revenge. But can your father's old friend be trusted?
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RANDOMISER - LOCATIONS
It's quite difficult to provide randomly generated locations that are suitable for all genres, so these
tables are rather generic and colourless. You will need to add your own creativity to turn them into
something interesting.
Roll 1d6 for the location type, then roll 1d6 again to get the actual location.
LOCALE
Roll Locale
1 Town / City
2 Village / Countryside
3 Mountains
4 Forest / Jungle
5 Skyborne
6 Island or Underwater
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STATUS
Roll Status
1 Active
2 Abandoned
3 Concealed / Camouflaged
4 Ruined
5 Besieged
6 Well-Guarded
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RANDOMISER - EVENTS
Sometimes a solo game stalls, and you don't know what happens next. Use the following table to
give you a suggestion.
Roll Event
1 Ambushed
2 Treachery
3 Unlooked-for assistance
4 Unexpected clue
5 Sudden accident
6 Crossed paths
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