Post factum Solo is a solo (semi-journaling) roleplaying game, where you send parties of adventurers on expeditions and roll for how successful they fare against varying dangers. Once you know their fate, you write a short description of the events that have taken place. If adventurers survive an expedition, they grow in power and repeat the process!
Build your Party:
- Decide how many adventurers there are in the party.
- Each adventurer has 6 levels of expertise in a single, or selection, of fields of danger. Each expertise needs to be defined as: Danger (expertise that defends against danger).
- Eg: Physical attacks (battle training), Starvation (foraging/hunting).
- Each adventurer has 6 Survival Points (SP).
- Each adventurer starts with d6 Resources.
- Put one party member “at the front”, they will lose the most amount of SP.
- The party starts the game in a safe place that is appropriate to their expertise.
Expeditions:
- The party’s time in the safe place is interrupted by something that requires them to go on a dangerous expedition. Roll on the following table to determine what that is:
- Looming environmental menace
- Looming sentient menace
- Invading environmental menace
- Invading sentient menace
- Personal goal physical
- Personal goal non physical
- Using knowledge of the parties expertise, their safe location, determine what exactly the reason for their expedition is.
- Roll a Xd6 for the number of expedition dangers. Each additional number of d6’s rolled increases the baseXP gained for the expedition like so:
- d6 = 1.
- 2d6 = 2 x 2 = 4
- 3d6 = 3 x 3 = 9
- Etc, this is called the expedition danger multiplier.
- Roll the decided upon Xd6, the party encounters the rolled number of dangers on their expedition.
- Construct a table of dangers for the expedition, with at least one danger being one the party has no expertise in. Use the “ Danger (expertise that defends against danger).” format. Roll on the table of dangers for each danger encountered.
- Roll a dice sided equal to the number of party members + 1 for each danger encounter. This is how many d6’s you will roll when the party encounters that danger.
- The party now begins their expedition!
- The party encounters each danger in order.
- For each danger: Roll the predetermined number of d6’s. Minus any expertise the party has in that danger from the result. The remaining number is deducted from the party member’s SP in the following order: 2 SP deducted from the adventurer at the “front”, then 1SP from each party member in order until the number is reduced to 0. (Note: The frontline party member only losses 2SP on the first cycle).
- SP loss can be avoided by the expending of Resources.
- Write a short narrative as to what happened to the party when they encountered the danger!
- If a party member’s SP drops to 0 they are dead and their expertise can no longer be used to offset dangers.
- Continue until the expedition is complete, or all of the party members are dead!
- At the end of the expedition the party returns to a safe place. Their SP is restored and each party member gains d6 resources. Any unused resources carry over to the next expedition.
Leveling up:
- If any party members survive an expedition they gain access to a shared pool of XP.
- Xp = 1+ expedition danger multiplier + number of dangers in danger table with no party expertise + number of dangers above number of party members.
- Xp can be used to increase an existing or new expertise by 1 or increase SP by 1. Each time this happens the adventurer has “leveled up”. To increase an expertise/SP again they will need to spend their level + 1 in Xp.
- E.g A level 0 Adventurer needs only 1 Xp to increase an expertise/SP. A level 1 adventurer needs 2, a level 2 adventurer needs 3, a level 3 adventurer needs 4, etc.
- Once XP has been used, roll on the expedition reason table and do another expedition!
Suggested Fantasy Dangers (and their expertise):
- Physical attacks (battle training)
- Getting lost (Way making)
- Starving (Foraging/hunting)
- Ranged attacks (Archery)
- Magical attacks (Magical battle training)
- Magical traps (Magical safety training)
- Mundane traps (Hazard perception)
- Disease (Medicine)
- Flame (Pyromancy)
- Frost (Cyromancy)
- Poison (Toxomancy)
- Curse (Prayer)