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%
|
 |
| From "American Barbarian" by Tom Scioli |