Console 09 — Solo Play

Solo Play Terminal

Character, oracle, clocks, and session tracking for solo and duo play. Import your character once and run a full session without leaving this page.

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Conditions
▼ repeat a condition = wound    S.1: wound 3 = Out of Scene
▼ 3 wounds = Health Clock tick    Health Clock (4 = death)
0

When you act directly in line with a History Hook, take +1 forward. Each Hook can do this once per session. Reset on new session.

Trigger: A result would take you out of the scene. Once per session, before it resolves, invoke Not Yet.

Effect: Stay in scene. Fill 1 Health Clock box. Take 1 Condition of your choice that fits the fiction. No roll required.

Used This Session Select a condition above that fits what happened.
CR
More: Stress / Contacts / Notes / Mods / Debts




Supply
3
Fuel
3
Parts
3
Ship Modules

Ask a closed yes/no question. Set the modifier, roll, and let the result tell you what's true.

0
No modifier applied.
2d6
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Total
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Signal Die
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1Corridor SpeaksTick CORRIDOR INSTABILITY +1, or introduce a sign of instability.
2Faction PressureRoll the Faction Die; ask what they want right now.
3Ship Has OpinionsTick SHIP SYSTEM STRAIN +1, or declare one system Strained.
4Someone Was Here FirstEvidence of prior activity. Signal Die: 1-3 fresh, 4-6 old.
5Information Is RottenTick RUMOR WARP +1, or contradict established fiction.
6Time CostsAdvance deadline clock +1, or tick SUPPLY FAMINE +1.
Isolation Move
Advance your most-filled active clock by +1. If it fills, trigger and narrate the consequence.



Ask: what is the worst-but-believable thing that could happen right now? Do that.

Use at the start of a new contract. Roll all three tables in sequence. Use the Faction Die when Step 1 or 2 produces a faction result.

Step 1Who's Offering? (d6)
1CNA Official — legitimate but bureaucratic; strings attached
2Colony Admin — local authority, resource-strapped, grateful
3Merchant — private, profit-motivated, negotiable
4Faction Agent — agenda unclear; roll Faction Die for allegiance
5Desperate Civilian — genuine need, limited resources
6Anonymous — no face, payment upfront, details minimal
Step 2What's the Job? (d6)
1Courier — deliver something, don't open it
2Salvage — retrieve from a derelict or wreck
3Resupply — bring critical materials to a location
4Extraction — get someone or something out of somewhere
5Escort — keep them alive through transit
6Investigation — find out what happened; report back
Step 3What Complicates It? (d6)
1Tight Deadline — start a 4-clock: Overdue
2Competition — someone else is after the same thing; start a 6-clock
3Unstable Corridor — the route is compromised; CORRIDOR INSTABILITY +1
4Partial Payment — the rest arrives on completion, if at all
5Hidden Cargo or Passenger — not on the manifest; ask why
6Client Is Lying — ask what's actually happening
Faction Die (d6)
1True Allegiance — traditionalists; structured hierarchy and firm laws
2Syndicate or Independent — self-governing groups of varying ideology
3COE-Sympathetic — Children of Earth; pragmatic survivalists
4CNA — Corridor Navigational Authority; regulatory and scientific
5Juniper Shipping — commercial giant, profit-first, politically neutral
6Pirates / Bandits — opportunistic, no loyalty or defined laws

Roll Entry on the way in, Transit at the midpoint, and Exit on the way out. Set Gated or Ungated before rolling Exit.

Entry Table (d6)
1Clean Entry — no complications
2Beacon Fade — -1 to Exit roll unless READ THE SITUATION compensates
3Radiation Spike — crew gains +1 RADS unless shielding confirmed
4System Jolt — tick SHIP SYSTEM STRAIN +1; declare one system Strained
5Late Window — tick CORRIDOR INSTABILITY +1
6Bad Start — roll twice, both apply
Transit Event (d6)
1Quiet Passage — nothing happens; roll Signal Die anyway
2Radiation Surge — unshielded crew +1 RADS, tick SHIP SYSTEM STRAIN +1
3Static Fog — sensors and comms disrupted; DO THE FIX or READ THE SITUATION
4Navigation Drift — lose time or push blind (risk Ungated Exit)
5Signal Echo — receive fragment through interference; roll Rumor Table
6Another Ship — 1-3 derelict, 4-5 passing vessel, 6 fleeing from something worse
Exit Table (d6)

Roll Location Mood once on arrival. Roll Rumor whenever you hear something through word of mouth or a bulletin board. Always check if the rumor is true.

Location Mood (d6)
1Tense — something recent; -1 to FACE rolls
2Busy — high traffic; info costs time or exposure; +1 HEAT on public action
3Depleted — supplies short, +1 cost; tick SUPPLY FAMINE +1 on arrival
4Isolated — low traffic; 1-3 suspicious, 4-6 grateful
5Watched — monitoring arrivals; +1 HEAT on entry unless KEEP IT QUIET first
6Comfortable — rare; things are working; no initial modifier
Rumor Table (d6)
1Corridor Stability — a nearby Corridor's stability is in question
2Faction Movement — a faction is moving through the region; goal unclear
3Location Gone Dark — 1-2 weeks ago, 3-4 months, 5-6 years
4Description Match — a crew matching your ship's description is being sought
5Opportunity Nearby — a supply cache, wreck, or opportunity within reach
6Law or Blockade — quarantine or enforcement placed somewhere relevant
Is the Rumor True? (Signal Die)
1-2False or Dangerously Outdated
3-4Partially True — details wrong in ways that matter
5True But Incomplete — missing something critical
6True and Current

Roll Availability first. The Docks Event is optional — use it if you want to see if anything disrupts the downtime.

What's Available? (d6)
1Full Refit — PARTS and SUPPLY both at standard cost
2Partial — PARTS or SUPPLY (your choice), not both
3Scarce — everything costs +1
4Black Market Only — available but +1 HEAT per purchase
5Nothing — leave with what you arrived with
6Unexpected Windfall — one resource free; start 4-clock: String Attached
Docks Event (optional, d6)
1Inspection — local authority sweep; roll KEEP IT QUIET or MAKE THE DEAL
2News Arrives — roll Rumor Table
3Job Offer — roll Job Phase Steps 1 and 2 only
4Trouble — rival crew, contact going cold, or old Heat catching up
5Ship in Distress — another crew needs help; helping costs SUPPLY or time
6Quiet — nothing happens; clear 1 segment from any active social or Heat clock

Roll Disposition first, then What They Want. Roll Reaction to Pressure only when you push them or reach an ambiguous outcome.

Initial Disposition (d6)
1Hostile — doesn't want you here; MAKE THE DEAL at -1
2Suspicious — engaging but watching; deception is harder
3Professional — transactional; wants the exchange efficient
4Wary But Willing — has something, wants something first
5Helpful — gives info or a favor without a difficult roll
6Desperate — needs something badly; will overpay
What Does the NPC Want? (d6)
1Resources — SUPPLY, PARTS, FUEL, or credits
2Information — about a person, place, faction, or event
3Safe Passage or Escort
4Silence — bury dangerous knowledge
5Help With a Problem — they won't fully explain it
6To Be Believed — they have information nobody accepts
Reaction to Pressure (d6)
1Escalate — things become more dangerous
2Withdraw — cooperation stops
3Counter-Offer — they want something different
4Tell the Truth — possibly for the first time
5Reveal Hidden Need — something they haven't mentioned yet
6Reveal Complication — someone else is involved
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+0 Edge: +0

Char stat +2 adds +1 to roll; +1 or 0 adds nothing; -1 subtracts 1.

No rolls yet.

Clocks tied to your character. Synced with the Character tab.

No character clocks. Load a character or add one above.

The five campaign pressure clocks plus any ship clocks you add. Synced with the Character tab.

Extra clocks for threats, progress, factions, or anything mid-session. Not tied to a character.

No custom clocks yet.

Auto-Advance Triggers

End of every Corridor Phase: CORRIDOR INSTABILITY +1

Acting on information more than one system old: RUMOR WARP +1

End of every Location Phase: SUPPLY FAMINE +1

Loud, illegal, or attention-drawing action: HEAT +1

Taking a 7-9 cost involving "lose time": most relevant deadline clock +1

Any 6- result: most relevant active clock +1 (or +2 if catastrophic)

Signal Die shows 1: see Static Table for which clock advances

YES, BUT or NO, BUT result: cost is +1 to a clock

Isolation Move: most-filled clock +1

No entries yet. Roll dice, tick clocks, or add a note.

Solo & Duo Rule Adjustments
S.1
The Wound Buffer
In solo and duo play, you are taken out of the scene at 3 Wounds instead of 2. You remain functional and able to act until that threshold is reached. The fiction should still reflect the damage accumulating — a character at two Wounds is not fine, but they are still in it.
Health Clock rules are unchanged: 3 Wounds still fills one box.
S.2
Hard Hours (Dock Phase Action Economy)
Solo: 2 PC Dock Actions instead of 1. Ship Actions remain at 2.
Duo: Standard 1 PC Dock Action each. No change.
The extra action represents longer hours and skipped rest. There is no mechanical cost beyond that.
S.3
History Hooks (Replacing Bond Prompts)
Choose 2 History Hooks at character creation. Each is specific and implies a cost or a pull.
When you act directly in line with a Hook, you may take +1 forward on the triggering roll. Each Hook can do this once per session.
S.4
Generalist Access (Cross-Pick Move)
At character creation, select one move from any playbook other than your own. It functions exactly as written. You do not gain the stat array or starting items of the other playbook. This cross-pick does not count against your two starting moves.
S.5
Not Yet
Trigger: A result would take you out of the scene through Wounds, conditions, or any consequence that would remove you from active play.
Once per session, before that result resolves, you may invoke Not Yet.
You remain in the scene. Fill 1 Health Clock box. Take 1 Condition of your choice that fits what just happened in the fiction.
No roll required. The Health Clock box does not come back without significant in-fiction justification.
S.6 Quick Reference: What Changes
RuleSoloDuo
Wound threshold (out of scene)3 Wounds3 Wounds
PC Dock Actions21 each
Ship Dock Actions2 (standard)2 (standard)
Bond PromptsReplaced by History HooksOptional; supplement with Hooks
Cross-playbook move1 at creation1 each at creation
Not YetOnce Per SessionOnce Per Session
Everything elseUnchangedUnchanged
Modifier Guide (+2 / −2 cap)
+1Circumstances clearly favor YES
+1Most relevant clock is less than half full
+1Prepared, resourced, and informed
−1Circumstances clearly favor NO
−1Most relevant clock is more than half full
−1Desperate, blind, or unsupported

Stack up to ±2. When multiple conditions apply, add them — but cap at +2 or −2 before rolling.

Signal Roll Outcomes
  • 10+ — YES, AND: True, plus an additional advantage or piece of good fortune.
  • 7–9 — YES, BUT: True, but at cost. Tick a clock or take a complication.
  • 7–9 — NO, BUT: False, but something softens the failure. A partial lead or partial safety.
  • 6− — NO, AND: False, and things worsen. Tick the most relevant active clock +1, or start a new 4-segment clock. If this was a character move roll, trigger the Isolation Move.
Signal Die Results
  • 1 — Interference: Roll on the Static Table. Something from the setting intrudes regardless of the main result.
  • 2–5 — Clear: No additional effect. The result stands on its own.
  • 6 — Clear Signal: Information is unusually reliable. Reduce RUMOR WARP by 1 if that clock is active.
Core Session Clocks
Corridor Instability
Shift or collapse threshold. Tick on complications, drift, and ungated exits.
6-seg
Ship System Strain
Hidden problems accumulating. Tick on stress runs, hard burns, skipped maintenance.
6-seg
Heat
How known and wanted you are. Tick on loud, violent, or illegal actions.
4–6 seg
Supply Famine
Life support scarcity. Tick each time a Location Phase ends without resupply.
6-seg
Rumor Warp
Truth decays. Tick when acting on old data or relying on information from a previous system.
4–6 seg
Automatic Clock Advances
  • End of every Corridor Phase: CORRIDOR INSTABILITY +1
  • Acting on information more than one system old: RUMOR WARP +1
  • End of every Location Phase: SUPPLY FAMINE +1
  • Loud, illegal, or attention-drawing action: HEAT +1
  • Taking a 7–9 cost involving "lose time": most relevant deadline clock +1
  • Any 6− result: most relevant active clock +1 (or +2 if catastrophic)
  • Signal Die shows 1: see Static Table for which clock advances
  • YES, BUT or NO, BUT result: cost can be +1 to any relevant clock
  • Isolation Move: most-filled active clock +1
Solo Principles
  • Ask freely. Don't pre-decide the answer. Let the roll tell you.
  • Trust the costs. Take 7–9 costs honestly. The setting assumes you're stretched.
  • Let rumors lie. Misdirection is part of the story, not a flaw in the oracle.
  • Use phase structure. A phase ends when it stops generating questions, not when it resolves cleanly.
  • Clocks are the story. The most-filled clock tells you what happens next.
  • Consequences travel slowly. No FTL comms. 6-segment means weeks; 8-segment means months.