Quick resolution rules for solo games. With a pulpy sword&sorcery feel. Quite likely this is all based on a misremembered version of a choose-your-own-adventure gamebook I'd read as a kid.
You are a barbarian warrior
Your name, gender and appearance
are all up to you.
You start with 3 Might and 3 Luck Tokens. Keep a record of your maximum and current Might and
Luck Tokens. You maximum Might raises as you level up. You can never have more
than 3 Luck Tokens.
You start with 0 Experience. You level up at 12, 36
and 92.
You can carry one Weapon. You start with a Spear (Weapon
Rating 5). If you haven’t got a weapon, you fights with your Fists (Weapon
Rating 6).
You can have one Mount, which is usually a tamed beast
or a vehicle. You start without a Mount.
You can carry up to three Items,
five if you have a Mount. Your Weapon doesn’t count towards this tally. You
start with no items.
Facing Danger & Combat
Life-threatening situations and
enemies have a Danger Rating.
Roll a number of dice equal to
your current Might. Optionally, you can burn a Luck Token to add an extra die.
In combat, any die that scores
equal or over your Weapon Rating counts as a success.
In non-combat situations, a 5 or
a 6 is a success.
Compare the number of successes
to the Danger Rating:
Over |
Triumph! Choose one Reward, or
two Rewards and take a Wound. Progress to favourable outcome. |
Equal |
Hard-earned victory. No Reward,
or choose one Reward and take a Wound. Progress to favourable outcome. |
Less |
Defeat! Take a number of Wounds
equal to the enemy’s Danger Rating. If you are still alive,
progress to unfavorable outcome. |
After resolving the situation
Lower your current Might rating
by one for each Wound. A Wound can be negated by burning a Luck Token or losing
your Weapon or an Item.
Add the Danger Rating to your
Experience tally. If you reach a level-up threshold, raise your maximum Might
and choose a Reward.
Rewards
Regain one Luck Token. |
Regain one Might. |
Gain Item or Weapon (if available). |
Weapon Ratings
Unarmed combat |
6 |
Common weapons |
5 |
Rare and powerful weapons |
4 |
There is no difference between
ranged and melee weapons.
Items
Valuables. Catch-all category for all kinds of treasure & fancy
objects. Each such Item can be used to barter for something else, bribe, reward
or hire somebody, and so on.
Explosives/Magical Artifacts. Burn to achieve an automatic Triumph
in a combat or use contextually.
Armor. Negate a single Wound after every combat. Only rolls of 6
count as success when resolving non-combat situations.
Shield. Burn to negate a single Wound after combat.
Foes & Danger Ratings
Regular foe, small group |
1 |
Trained foe, medium group |
2 |
Deadly foe, large group |
3 |
Unusual power |
+1 |
Approximate chance to
achieve at least a Hard-earned victory:
Danger
Rating |
3
Might, WR 5 |
3
Might, WR 4 |
4
Might, WR 5 |
1 |
70% |
87,5% |
80% |
2 |
26% |
50% |
70% |
3 |
3,7% |
12,5% |
11% |
4 |
- |
- |
1,2% |
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From "American Barbarian" by Tom Scioli |