so1um-enhanced

View the Project on GitHub zeruhur/so1um-enhanced

so1um enhanced

CC-BY-4.0 2021 by Roberto Bisceglie - zeruhur.space
Based on so1um 0.6 CC-BY-4.0 by Matt Jackson - msjx.org

Introduction

When I started getting interested in RPGs again, years after a bad burnout, I didn’t have the opportunity to play in groups and therefore my attention was focused on solitaire systems.
Of all the rules-light systems discovered on the net, so1um proved to be the one that best suited my taste and my conception of the game.
It elegantly combines the mechanics of the classic D6 systems with the Risus clichés, guaranteeing the transversality that I have sought so much. It doesn’t claim to be a full or crunchy system and that is its strong point.
Matt Jackson version 0.6 is perfectly playable and complete on its own, but I have a soft spot for random prompt generation, being a creative with little imagination.
In addition, the oracle, descendant of FU RPG, had been honed by Graven Utterance. I therefore decided to replace it and also to reintegrate some tools of Tiny Solitary Soldier, which so1um was inspired by in turn.
So this version more than a revision is a collection of additional materials to support the poor of imagination like myself. I hope you may find it useful.

Create Your Hero

Roll 3d6 once each for Body (physical prowess & health), Mind (mental capacity & intelligence), Spirit (spunk & willpower). Even numbers are equal to 1, odds are equal to 0, sum them up. If you score zero, the stat equals 1. For Hit Points roll 2d6, count the evens and add this to Body score. Heroes begin with one cliché, roll 2d6 and gain another one cliché for each even number rolled.

Flesh Out a Background

When playing alone, it can be helpful to start with the story to define your character’s background in detail. The following table will help you with this task. Roll on each columnn or choose the one you prefer.

D6 Archetype Personality Virtue Flaw Background
1 The Paragon Perfectionist Brave Bellicose Parental Abandonment
2 The Cynic Helper Generous Gloomy Retired Badass
3 The Fool Seeker Witty Envious Mysterious Past
4 The Idealist Mediator Coscientious Mean Career-Ending Injury
5 Lovable Rogue Enthusiast Temperate Lazy Had to Be Sharp
6 Rebellious Spirit Individualist Loyal Rude Dark and Troubled Past

Appearance

This is entirely optional. If you need to determine the physical features of your hero, roll 1d6 on each column of the following table to determine appearance.

D6 Build Skin Face Hair Speech Clothing
1 Athletic Dark Elongated Bald Blunt Elegant
2 Short Tanned Soft Long Formal Eccentric
3 Brawny Rough Round Short Whispery Fashionable
4 Statuesque Rosy Square Curly Flowery Oversized
5 Stout Sunburned Sharp Silky Cryptic Undersized
6 Scrawny Pale Broken Straight Slow Foreign

Determine Goals & The First Scene

Figure out why your character is there and where they are in their story. Imagine a starting point for your adventure. If none comes to mind, roll on each of the following questions to generate a random adventure seed.

D6 Who?
The proposer
What?
The mission
Why?
The incentive
Where?
The target
How?
The seed
Obstacle?
The complication
1 Authority Rescue Help Person Casual encounter Opposition
2 Organization Protection Fortune Group Old acquaintance Deception
3 Ally (friend, relative) Exploit Coercition Treasure Rumors Environment
4 Mentor Explore Impulse Location Capture Disguise
5 Help-seeker Escape Ambition McGuffin Mishap Time
6 Blackmailer Pursuit Revenge Confession Object (map, journal, letter) Space

Begin asking questions.

To begin play, ask a question that has a Yes or No answer, it is important to keep it simple. Then consult the Oracle: roll 2d6 one white, the other black (or any different colors you like). If white is the highstet the answer is Yes. If black is the highest, the answer is No. If both are low (3 or less), add But to the answer. If both are high (4 or more), add And. And amplifies, while But mitigates. No, And means things went really bad. No, But softens the blow a bit. Yes, But is successful but with a drawback. Yes, And is all kinds of awesome.

If circumstances are different, include an additional die in favor of the more likely outcome when you roll, but only keep the higher die of that color when you compare.

If the dice are equal a twist happens.

Summing up:

Determine the Twist

Roll 2d6 and consult the following lists to determine what kind of twist.

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

Interpret the two-word sentence in the context of the current scene. Twists will keep the plot and events going in unexpected ways.

Ask an Open Question or Get Inspired

Sometimes a closed Yes/No question it won’t be enough. To answer an open question, roll 1d6 once on each of the following tables (at least verbs and nouns, adjectives are optional).

Verbs 1 2 3 4 5 6
1 inject pass own divide bury borrow
2 continue learn ask multiply receive imagine
3 develop behave replace damage collect turn
4 share hand play explain improve cough
5 face expand found gather prefer belong
6 trip want miss dry employ destroy
Nouns 1 2 3 4 5 6
1 cause stage change verse thrill spot
2 front event home bag measure birth
3 prose motion trade memory chance drop
4 instrument friend talk liquid fact price
5 word morning edge room system camp
6 key income use humor statement argument
Adjectives 1 2 3 4 5 6
1 frequent faulty obscene scarce rigid long-term
2 ethereal sophisticated rightful knowledgeable astonishing ordinary
3 descriptive insidious poor proud reflective amusing
4 silky worthless fixed loose willing cold
5 quiet stormy spooky delirious innate late
6 magnificent arrogant unhealthy enormous truculent charming

Determine the mood of the next scene

At the end of the current scene, you may need to determine the general mood of the next one. In this case roll 1d6 and consult the following table:

D6 Next Scene
1-3 Dramatic scene
4-5 Quiet Scene
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 that takes place somewhere else than where the hero is. It cuts to villains or other plot-important characters.

Contests

When your character comes into dangerous or risky situations, determine Difficulty (either via narratory license or dice, see below). Use dice equal to Body, Mind, or Spirit for the contest, adding one die to the roll if a cliché is applicable. If ONE die rolls equal to the Difficulty or higher, you succeed!

D6 Difficulty
1 Automatic
2 Simple
3 Easy
4 Average
5 Tricky
6 Hard

Scale Up/Down Difficulty

Difficulty is situational and it is determined by events in the scene. There are cases in which, however, the difficulty could be different from that expected. Roll 2d6: if both are even, Diffulty scale up of one position, if both are odd Diffulty scale down, else Difficulty is as expected.

Resolving Combat

Combats are like a contests, but instead of rolling against a fixed difficulty, the opponents roll against each other. Each side rolls dice equal to applicable stats (adding one die if a cliché applies) and then compare results. The HIGH roll wins. If the die rolls are tie, the attack is a draw and no damage is caused.

Taking/Causing/Healing Damage

If you succeed at a combat check, subtract one HP from the enemy. When taking damage, you may reduce the Body score instead of HP. Any subsequent Body contests use the current score. When Body or HP reach zero, death occurs. Heal HP at a rate one per eight hours of rest, one Body at a rate of one per day.

Gear and Loot

When you use a piece of gear intended to perform a particular task, you may reroll one die once. Dice are then compared again to determine the outcome of the contest. Characters can only benefit from one piece of gear, weapon, or armor per check and are only allowed to reroll one die once per check. Note that in combat it is assumed all are properly armed/armored and this rule would not be applicable.

How to find Good Clichés

Clichés are tropes that define your hero. They depend primarily on the setting you use. But the reverse is also true: a cliché can suggest a lot about the game’s setting if you don’t have ideas on how to get started.

A good way to create a character in the absence of inspiration is to rely on random lists (like the Big List of Cliché below), or the random generator (like the one on TV Tropes). Either way randomly generate until a cliché clicks in your mind. At this point the character (and perhaps the setting) has taken shape.

Obviously no one forces you to randomly generate anything (as well as the other generation tables above are only designed as aids in case your mind is “stuck”).

A cliché should summarize your character’s iconic characteristics such as their profession, their skills, their background and any information that has to do with their past and even their desires and any moral and personal affiliations.

The Big List of Clichés

The following list comes to the aid of uninspired players. It contains a selection of classic stock characters that you can use verbatim or to unlock your creativity.

D66 1-2 3-4 5-6
11 Absent-Minded Professor Deceptive Disciple Intrepid Merchant
12 Action Hero Defector from Decadence Kid Hero
13 Martial Artist Dirty Coward The Klutz
14 Amoral Attorney The Ditz Knight in Shining Armor
15 Angry Man Brainless Beauty Know-Nothing Know-It-All
16 Ax-Crazy Genius Ditz Literal-Minded
21 Badass Normal Idiot Savant Living Legend
22 Barbarian Upper-Class Twit Lovable Sex Maniac
23 The Bard Dumb Muscle Mad Scientist
24 The Berserker Dogged Nice Guy Masked Luchador
25 Best Served Cold Double Agent Master Swordsman
26 Big Eater Dream People The Most Wanted
31 Blood Knight Dr. Jerk Narcissist
32 Bounty Hunter The Eeyore The Nicknamer
33 Bruce Lee Erudite Stoner Non-Powered Costumed Hero
34 Casanova Ethnic Magician Overly Polite Pals
35 The Charmer The Everyman Person of Mass Destruction
36 The Cheerleader Fake Ultimate Hero Proud Warrior Race Guy
41 Chick Magnet False Prophet The Quarterback
42 Childhood Friend Farmer’s Daughter The Reliable One
43 Church Militant Fat, Sweaty Southerner in a White Suit Renaissance Man
44 Cloudcuckoolander Fille Fatale The Rival
45 The Confidant Femme Fatale Romantic Runner-Up
46 Control Freak The Fighting Narcissist Self-Made Man
51 Cosmic Plaything Forest Ranger Serial Romeo
52 Cowboy Cop Gadgeteer Genius The Scrooge
53 Crazy Awesome Glory Seeker Sickly Neurotic Geek
54 Crazy Survivalist Gold Digger Smart Jerk and Nice Moron
55 Crossdresser Guile Hero Smooth-Talking Talent Agent
56 Crouching Moron, Hidden Badass Half-Human Hybrid Spirited Competitor
61 Cute Bruiser Hardboiled Detective Starving Artist
62 Cute Mute Head-Turning Beauty Tomboy
63 The Errant Heavy Sleeper True Craftsman
64 Danger Deadpan The Hermit Wandering Minstrel
65 Dark-Skinned Redhead Human Weapon Willing Channeler
66 Death Seeker Ignorant of Their Own Ignorance Winged Humanoid

Non-player characters

Non-player characters follow the same creation rules as heroes, making use of more appropriate clichés, depending on the kind of foe, which can range from the same as the heroes to the classic villain clichés (like Evil Overlord, Mad Scientist, Mastermind, etc.).

Bestiary

The following bestiary contains extensive examples covering multiple narrative genres and which can be used as a starting point and comparison to create your own encounters.

Animals

Alligator B:3 M:2 S:2 HP:4 Man-Eater Swimmer
Ape B:3 M:2 S:3 HP:3 Mighty Primate
Bear B:5 M:1 S:3 HP:6 Clawed Hugger
Boar B:2 M:1 S:1 HP:2 Wild Pig
Camel B:3 M:1 S:3 HP:2 Ship of Desert
Centipede (giant) B:2 M:1 S:1 HP:2 Carapace, Multi-limbed
Coyote B:1 M:1 S:2 HP:2 Scavanger
Crocodile (giant) B:3 M:1 S:3 HP:5 Primeval Reptile
Dog B:2 M:1 S:2 HP:3 Domesticated Wolf
Elefant B:5 M:2 S:3 HP:7 Proboscis, Ivory Fangs
Horse B:3 M:1 S:3 HP:3 Mane and Hoof
Jackal B:1 M:1 S:2 HP:1 Scavanger
Hyena (giant) B:3 M:1 S:2 HP:5 Evil Laugh
Leopard B:3 M:2 S:3 HP:3 Stealthy Hunter, Big Cat
Lion B:4 M:2 S:3 HP:5 Roaring Big Cat
Lizard (giant) B:4 M:1 S:1 HP:3 Big Reptile
Rat (giant) B:1 M:1 S:2 HP:1 Diseased Bite
Shark B:5 M:2 S:3 HP:5 Jaws, Madly Attacker
Snake B:1 M:1 S:1 HP:1 Poisoned Bite
Spider (poisonous) B:1 M:1 S:1 HP:1 Lethal Poison, Bite

Fantasy

Beholder B:2 M:4 S:3 HP:4 Spell-casting eyeballs
Owlbear B:4 M:1 S:3 HP:5 Grapple, Berserk
Dragon B:6 M:4 S:4 HP:15 Breath of Fire, Cunning
Gelatinous Cube B:3 M:1 S:1 HP:1 Doracious Devourer, Cold Resistant
Goblin B:1 M:1 S:2 HP:1 Sneaky little bastard
Gnoll B:2 M:1 S:2 HP:4 Hyena Face, Organized Clans
Lich B:5 M:4 S:3 HP:10 Undead Wizard, Highly Malign
Ogre B:4 M:1 S:2 HP:4 Furious Tempers, Gruesome Glutton
Skeleton B:2 M:1 S:1 HP:1 Animated Bones
Squidhead B:2 M:5 S:4 HP:6 Mind control, Illusion magic, Madness
Troll B:4 M:1 S:2 HP:4 Regeneration
Wraith B:4 M:2 S:2 HP:4 Weapon Immune, Draining Touch

Lovecratian

Chtonian B:4 M:4 S:3 HP:7 Mind Net, Tentacle Lash
Cultist B:1 M:2 S:3 HP:1 Fanatic Worshipper
Deep One B:2 M:2 S:2 HP:1 Clawed Slasher, Acquatic Creature
Elder Thing B:2 M:4 S:3 HP:4 Radial Simmetry, Otherworldly Winged Creature
Ghoul B:1 M:1 S:1 HP:4 Darksighter, Flesh Hunter
Hound of Tindalos B:3 M:4 S:2 HP:3 Otherworldly Gaze, Alien Howlh
Mi-Go B:1 M:3 S:2 HP:2 Fungoid Crustacean, Amoral Scientist
Shoggoth B:3 M:0 S:1 HP:4 Amorphous Blob, Mindless Devourer
Star Spawn B:3 M:4 S:3 HP:8 Abyss Dweller, Eldritch Baiter
Yithian B:3 M:5 S:3 HP:5 Time Traveller, Toxic Spores

Pulp Adventure

Femme Fatale B:1 M:2 S:2 HP:1 Shameless Seductress, Dark Action Girl
Gangster B:1 M:1 S:1 HP:1 Street Deliquent, Gunman
Golem B:5 M:1 S:1 HP:7 Alchemical Construct, Big Moving Statue
Mummy B:5 M:3 S:2 HP:5 Once a King, Living Corpse
Nomad B:2 M:2 S:2 HP:2 Wilderness Survivalist, Swordsman
Policeman B:2 M:1 S:1 HP:1 Legal Authority, Revolver
Savage B:2 M:1 S:2 HP:1 Hunter/Gatherer, Tribesman
Soldier B:2 M:1 S:2 HP:1 Trained in Weapons, Tactician
Vampire B:5 M:4 S:4 HP:7 Son of Night, Blood Craver
Werewolf B:3 M:1 S:2 HP:4 Moon Sick, Shape Shifter
Yeti B:4 M:2 S:3 HP:6 Abominable Snowman, High-Altitude Climber
Zombie B:1 M:1 S:1 HP:1 Silent, Infection

Sci-fi

Arachnid B:3 M:2 S:2 HP:8 Chitin Hide, Octopodal
Black Destroyer B:4 M:3 S:3 HP: 7 Apex Predator, Sharp Mind
Bug-Eyed Monster B:4 M:3 S:2 HP:10 Hungry Alien Monster, Crawler
Combat Robot: B:3 M:2 S:1 HP:4 Rifled Arm, Programmed-to-kill
Floater B:1 M:3 S:2 HP:6 Jelly Creature, Tentacles
Miner Drone B:1 M:1 S:1 HP:2 Drilling Machine, Seek-and-Collect
Ooze B:3 M:1 S:1 HP:4 Toxic Splash, Tendrils
Pod Plants B:3 M:1 S:2 HP:4 Barbed Spines, Poisonous Thorns
Space Lizard B:5 M:1 S:3 HP:8 Formidable Predator, Giant Creature
Vermid B:1 M:1 S:1 HP:1 Pestilent Scavenger, Vacuum Resistant
Xenomorph B:5 M:2 S:3 HP: 12 Killing Machine, Acid Secretions

Changelog

so1um 0.6 to so1um enhanced:

Credits

This ruleset is mainly a recollection of previously published works under free license.
Below are the sources of all parts taken from other material: