Inspired by tiny solitary soldiers homebrew system.
Made by me: Hogash! :) :) :)
If you want a lightweight, story-first tabletop RPG you can use for group or solo play, here’s a full mini-system you can run with nothing more than a few d6. It takes five minutes to learn, plays fast, and stays focused on the fiction.
Let’s dive in.
0. Build the world
Cargo-ship MARA-455
Type: Cargo Freighter. Status: Damaged, partially powered, contaminated by alien organisms.
1. Build Your Hero
Start by imagining your hero—maybe inspired by a movie, book, folklore, or just something cool in your head—and give them a name.
Traits: Your Feats & Flaws
Write down a list of at least:
1-2 starting Feats (things your hero is generally good at)
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1-2 starting Flaws (things your hero mostly struggles with)
1-2 starting Key-features (behavior, occupation, personality traits)
These can be practical, mental, or thematic. Don't require to be sub-divided.
Examples of Feats:
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Expert Climber, Elf senses: Can see in the dark, Sharp Senses
Examples of Flaws:
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Hot-Headed, Young and Inexperienced, Poor Aim, Fragile Body
- Spaceship engineer, young, Elf, elder, historian, warrior, carpenter, tinker
A trait is not always purely good or bad: “elder” lowers agility but grants wisdom; “Young” boosts speed and agility but might hurts insight and knowledge.
Hero example:
ROXANNE — Spaceship Engineer (MARA-455)
*Ability: Survival instincts (Second Wind) — At 0 LE, instantly recover to 1 LE once per session. *abilities are optional (See Optional rule: Abilities)
LE: 6
TRAITS:
Mechanical Intuition (understands machines, failures, systems)
Improvised Tools (creates makeshift weapons/repairs under stress)
Cryo Disorientation (slow reactions, shaky focus)
Claustrophobic (tight spaces hinder her)
Spaceship Engineer
Resourceful
1.2 Create a situation
World: abandoned cargo space ship. Hero: a spaceship engineer. Situation: NPC + hinders the Hero.You might interpret it as follows:
Roxanne, the spaceship engineer of the cargo-ship called MARA-455 wakes up from the cryo chamber. As she wakes up she sees nothing but destroyed devices and bloody goo covering the floor. Suddenly, doctor Wuang, bounces at her from the ceiling, strange filaments come out of his nostrils while his mantis-like eyes stares at her.
2. Rolling the Dice
Whenever your hero attempts something risky, describe how they do it. Then decide if their Feats or the situation help—or if Flaws or danger hinder.
How to Roll: Check
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If helped: roll 3d6, drop the lowest
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Example: “I scale the cliff using my Expert Climber feat.”
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If hindered: roll 3d6, drop the highest
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Example: “I try to sneak, but my Hot-Headed flaw makes me impatient.”
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If neutral: roll 2d6
If there are too many factors to track or count, treat it as a neutral roll.
Actions Outcome Table (with examples)
2–3: Total Failure
Suffer all consequences, plus something extra.You miss the jump, fall hard, and drop your sword into the river.
4–6: Failure
You suffer consequences.You try to pick the lock but fail; guards start approaching.
7–8: Success, but you mess something up
You climb the wall, but you leave marks behind—easy to track.9–10: Success with a minor setback
You win the duel but take a cut and lose 1 Life Energy.11–12: Total Success
You leap the chasm in perfect silence.3. Life Energy
Your hero starts with 6 Life Energy (LE).
When a failure causes harm, you lose 1 LE unless the fiction suggests more.
If your LE hits 0, your hero falls.
Falling Check (2d6)
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10+ : You get up with 2 LE.
“You shake off the blow and stagger back into the fight.” -
9 or less: You're unconscious and at risk.
“You black out… and awaken chained in a goblin cave.”
4. Narrative Combat
Combat is fully narrative—no turns, no initiative lists. Just describe what you do, roll, and interpret results through the fiction and the outcome table.
Example:
You charge an orc and roll a 9.
Success with setback: you wound him, but he grabs your arm and you lose 1 LE.
4.1 Detailed Combat
Combat Outcome Table:
2–3: Total Failure
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You suffer harm: –1 LE
Opponent makes a strong move (disarm, pin, push, flank, attacks again)
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Something else goes wrong
Example: You charge but slip on mud—your blade flies from your hand as the troll slams you back hitting your chest.
4–6: Failure
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You suffer harm: –1 LE
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Opponent makes a move (attacks, regroups, advances, calls allies)
Example: You try to shoot, but the bandit ducks and throws a dagger at you.
7–8: Success, but you mess up something
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You deal 1 damage
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Opponent makes another move immediately
Example: You slash the wolf’s flank, but it snaps at your leg as it staggers.
9–10: Success with a minor setback
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You deal 1 damage and choose one:
- You suffer a small consequence (lose balance, lose ground, drop something) and make another move
- Make another move but at disadvantage
Example: You pierce the orc’s shoulder and both stumble into loose stones. The orc's balance is compromised as well as yours, but you have a window for a strike
11–12: Total Success
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You deal 1 damage and choose one:
- You may immediately make another move (attack again, reposition, taunt, escape)
- You deal 1 additional damage but the opponent makes a move immediately.
Example: You strike the ghoul cleanly and spin around ready for another strike. Now the ghoul is furious and strikes back.
Combat flows naturally based on narration: every roll is a cinematic moment, and every point of damage is interpreted through the fiction. If the fiction suggests a sudden defeat for the opponent, while its LE are still above 0, you might ignore its LE and declare defeat.
5. Enemies & Shared Life Energy
Enemies have 1–8 LE depending on their skills, nature and abilities
Whenever the fiction or rolls calls for them to take damage, they lose 1 LE.
Groups of enemies can share LE:
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A single goblin might have 3 LE
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A group of goblins may share 5 LE
If you deal 1 damage to the group, it may represent:
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slaying one goblin
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scattering several
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striking down a handful in one sweeping blow
Let the fiction tell the story.
Example (Shared LE):
You sweep your axe in a wide arc: the goblin group loses 1 LE—three of them collapse screaming.
Example (Enemy):
Ninja Goblin: hard to hit (disadvantage when shooting at); Stone Troll: Big, Stone skin (might grant disadvantage when slashing swords or knives against it)
6. Random Tables & Quick Oracle
Random tables are great for inspiration—encounters, loot, rooms, weather, whatever you need. You can find them in any corner of the internet, payed or free.
Quick Oracle YES/NO (1d6)
Use this to ask questions about the WORLD and the reality of things -not to solve the actions of your hero.
1 — No, and also…
2 — No, but…
3 — Yes, but…
4 — Yes, certainly
5 — Yes, and also…
6 — No matter because: TWIST! (Roll 2d6 on twists table)
TWIST TABLE
1st d6
- NPC
- PC
- Faction
- Physical event
- Emotional event
- Item
2nd d6
- Appears
- Alters the location
- Helps the hero
- Hinders the hero
- Changes the goal
- Ends the scene
Examples:
“Is the wizard at home?” → 4 → Yes, but he’s badly wounded.“Is there treasure?” → 1 → No, and also there’s a trap.
7. Resting
Rest helps your hero recover strength, focus, and determination.
Night Rest
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Resting for a full night restores 3 Life Energy (LE).
Short Rest
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Resting up to 1 hour restores 1 LE and you must roll a twist (GM or solo oracle).
This represents unexpected events, dreams, disturbances, or sudden opportunities.
Example Twist:
A strange noise wakes you; a traveler arrives; your nightmares reveal a clue; a creature sniffs around your camp.
8. Improving (Leveling Through Story)
Your hero grows through milestones, not numbers or tracking experience.
A milestone can be positive or negative—anything that marks the journey in a significant way.
When your hero reaches such a moment, add a new Feat or Flaw based on what happened.
Examples
Repeated failures in the same task → it may become a new Flaw.
Fail many times at swimming? Maybe “Poor Swimmer” becomes a trait.
Spend a month in a Shaolin temple? Add “Meditation.”
Surviving tragedies or breakthroughs → gain traits that reshape identity.
Disrespected a ghost? Add “Haunted by Ghost” as a Flaw or Feat, depending on how it changed you.
Your character evolves organically, shaped by the adventure itself.
9. Optional Rule: Abilities
At hero creation, choose ONE Ability. You can use it whenever you like according to the ability.
Ability Options
Reroll
Reroll one failed check per scene.
Second Wind
Once per Session, When you hit 0 LE, instantly recover 1 LE instead of falling.
Tier Shift
Once per scene improve any result by one tier.
(Total failure → normal failure, success with setback → total success, etc.)
Flavor the ability to Fit Your Hero
Give your Ability a name or theme that matches your character’s style.
Examples:
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Meditation (reroll or tier shift through calm focus)
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Holy Intervention (divine aid grants a second wind)
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Lucky Coin (reroll once per session)
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Rage (tier shift through fury)
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Transformation (brief burst of strength at 0 LE)
These are mechanical boosts wrapped in story flavor—use whatever theme fits your hero’s identity.
10. Solo Play: Let the Story Grow
This system shines in solo mode because it’s built on questions + dice + fiction.
Here’s the loop:
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Ask a question
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“Is anyone guarding the ruins?”, “Do I hear footsteps?”, “Is the relic still here?”
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Roll on the Quick Oracle
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Interpret the answer according to the fiction
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No, but… → No one is here, but fresh tracks lead deeper inside.
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Yes, and also… → Yes, the relic is here—and it's glowing dangerously.
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Make action rolls using Feats and Flaws to change the likelyhood of a result.
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Let the fiction unfold naturally: if something feels cool and natural don't roll for it, just let it happens. If both failure and success, instead, might have interesting outcomes, roll for it!
Solo Example 1
I play as Roxanne, a Spaceship Engineer (trait), waking up on the damaged cargo ship MARA-455.
I roll for a situation using a Twist: 6 → Twist!
Twist roll: Physical event (4) + Hinders the hero (4).
As Roxanne wakes, a ceiling panel collapses, scattering debris and forcing her to crawl out of her cryo pod at disadvantage.“Is anyone else conscious in Cryo-Bay 03?”
Oracle roll: 2 → No, but…
No other crew is awake, but there are fresh smears of movement in the blood-goo across the floor.“Are those movements human?”
Oracle roll: 3 → Yes, but…
Yes, but altered—the patterns are uneven, like someone crawling or limping.Roxanne investigates the ceiling using Mechanical Intuition trait.
Roll with advantage (3d6 drop lowest): 2, 4, 6 → 10
Success with minor setback → She identifies th egoo as organic residue.Suddenly, a figure reminding what was Doctor Wuang, drops from above: mutated, mantis-eyed, threads pulsing from his nostrils.
I set him as a 3 LE threat.I try to dodge and grab a metal panel as an improvised weapon.
Roll (hindered by Cryo Disorientation): 3d6 drop highest → 1, 3, 5 → 4
Failure → Wuang slashes her shoulder (–1 LE) and scuttles around her with inhuman speed.I swing the makeshift panel at him.
Neutral roll (2d6): 5 + 3 = 8. Success, but mess something up
Deal 1 damage; panel bends on impact and slips from Roxanne's hands.
Wuang (2 LE left) emits a wet screech and lunges again.The fight and the nightmare aboard MARA-455 evolve from here.
Solo Example 2
I play as Murk, a Hunter (trait) in search for the mighty white deer, approaching the tower ruins in the dark forest of Amelen.
I roll for a situation rolling a twist: 1, NPC - 1, APPEAR.
“Is someone else aside...me?” Oracle roll: 3 → No, but…No one is watching at the moment—but fresh footprints show someone was here minutes ago.
Are those footprints human? Oracle roll: 5 → Yes, and also…Humans walked before me, and there are (roll d6 to see how many) 5 of them. I set a 1 LP for each human (total 5LE)
Murk follows the tracks using his Hunting feat. Rolled (with advantage) and get a 7.
Success with a major setback…
Murk follow the tracks, but steps on a branch (classic); someone ahead noticed the noise, but doesn't have idea of what caused it, they start investigating the sorroundings. They look like bandits and looks hostile.I want to shoot one down with my bow → roll with advantage: 3d6 → 1, 3, 4. i drop the 1 = 7, Success, but you mess something up (unlucky!) → I manage to kill 1 bandit, but the bow snapped revealing my exact position. Bandits have now 4LP, but now they're shooting me back. I roll 2d6 to avoid arrows....
The fight and the adventure evolves from there.
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This D6 system is intentionally tiny—just enough structure to make outcomes meaningful, but not so much that it slows the story down. It works for fantasy, sci-fi, pulp adventure, solo journaling, and even one-shot group sessions.
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