A resource-gathering subsystem for solo TTRPG play, inspired by Ironsworn: Starforged pacing, rebuilt around theme-specific challenge spreads and queued complications.
(To be linked properly)
Each action should answer three things at once:
The system uses two challenge dice as two chosen themes. You may beat one and lose one (weak hit), producing a delayed, themed complication you can prepare for.
Dice:
Character stats (assign +1, +1, +2, +2, +3):
Core tracks:
Pressure penalty to Action Score:
For every action, the player picks exactly two relevant themes and assigns one challenge die to each.
| Theme | What It Models |
|---|---|
| Extraction | Rock/ore behavior, tool contact, throughput, yield integrity |
| External | Contracts, law, rivals, market pressure, interception |
| Human | Crew trust, morale, conflict, panic, loyalty |
| Systems | Hull stress, power grid, sensors, reactor, software |
| Void | Environment, debris fields, radiation, anomalies, weirdness |
Example declaration:
This makes every roll explicitly two-dimensional.
Build Action Score:
Roll CH1 and CH2 (d10 each), tied to your chosen themes.
Hit bands:
Record signed spreads for both challenge dice:
S1 = A - CH1 S2 = A - CH2
Interpretation:
On a weak hit, define:
Key property:
This asymmetry drives delayed complications.
Every weak hit creates one queued complication on the losing theme.
Queue item fields:
| L (abs loss spread) | Severity |
|---|---|
| 1-2 | S1 Minor |
| 3-4 | S2 Serious |
| 5+ | S3 Severe |
| W (win spread) | Reveal Turn |
|---|---|
| 1-2 | Fuse 1 (reveals next turn) |
| 3-5 | Fuse 2 (reveals in two turns) |
| 6+ | Fuse 3 (reveals in three turns) |
Predictability rule (as requested):
Visibility by fuse:
A miss creates two queued items (one per theme) and +1 Pressure now. For each losing theme i:
This keeps misses dangerous now while preserving delayed uncertainty.
Each turn:
1. Resolve any queued items already at Fuse 0 (from prior turns). 2. Take one action (extraction, prep, haul, contract, etc.). 3. End phase: reduce Fuse by 1 for queued items that existed before this turn. 4. Items created this turn are //fresh// and do not tick until the next turn.
This cadence means a Fuse 2 warning gives two full future actions to prepare before it resolves.
Prep is stored by theme:
Prep is spent when a queued event resolves to dampen impact.
Choose one theme to prepare.
Choose Extraction or Systems.
Choose External or Human.
When Fuse reaches 0, resolve each revealed queued item:
1) Optional dampening attempt:
D = d6 + relevant stat + Prep spent - Pressure penalty
2) Apply remaining Severity with fiction-first consequence selection.
Use Pay the Price logic:
Severity budget:
Minor:
Major:
Minor:
Major:
Minor:
Major:
Minor:
Major:
Minor:
Major:
Prospector: Sera Kade, tug Pilgrim Finch.
Start:
Chosen themes:
Roll:
From weak hit spreads:
Queue created:
Interpretation:
Goal: build Prep[External] before Q1 reveals.
Roll result: Strong Hit.
Queue tick at start of next turn:
Goal: add more external prep.
Roll result: Weak Hit.
Prep status:
Queue tick at start of next turn:
Incoming event:
Spend Prep:
Dampen roll:
Dampening effect:
Apply S2 External consequences (choose fiction-first):
Narrative result:
This demonstrates the planning loop:
This is a short narrative solo session showing queue timing, prep planning, and fiction-first consequences.
Sera Kade pilots the Pilgrim Finch into a dead freight lane called Hymn Belt-9. Her engineer Juno keeps one hand on the reactor safeties while broker Ilex Vorn pushes contract messages into the cockpit at bad moments.
Rumor: an asteroid known as Black Choir Rock contains high-grade osmium and a buried monastic relay core.
Starting state:
Themes selected:
Roll:
Weak-hit queue outcome:
Move result:
Story: The scanner paints an ore seam, but the return signal carries a harmonic tone like distant voices. Juno calls it static. Sera does not answer.
End phase:
Action result:
Story: Sera runs predictive drift maps and sees why old rigs died here. The tunnel mouth she planned to use is a knife spiral of metallic splinters.
End phase:
At turn start, Q1 resolves.
Dampen attempt for Q1:
Story: The storm still comes, but Sera times a lateral burst and rides the dead zone between shard bands.
Now action: Fracture the Vein with themes Extraction + External.
Roll:
Queue created:
Move result:
Story: The cut is perfect. Dense ore breaks free in glittering slabs. A corporate beacon wakes in the dust and tags her claim as \“contested property.\”
End phase:
Action result:
Story: Sera opens a narrowcast to Ilex Vorn and trades future margin for immediate legal cover. Ilex buys her exactly one line of deniability.
End phase:
Action result:
Story: New traffic appears: patrol cutter Canticle Needle and two contract drones. They are not here to negotiate. They are here to inventory.
End phase:
At turn start, Q2 resolves.
Dampen attempt for Q2:
Apply S2 External consequence (fiction-first):
Story: Sera prevents total seizure of the haul, but signs a predatory transfer clause. Every crate is now visible to the same people hunting her.
Action: Ride the Transfer Window with themes External + Systems.
Roll:
Queue created:
Move result:
Story: The Finch clears the debris cone, but inspection pings trail her burn. The Canticle marks her wake with jurisdiction tags.
End phase:
Action result:
Story: Ilex can suppress one warrant or one rumor, not both. Sera chooses the warrant. The rumor spreads.
End phase:
At turn start, Q3 resolves.
Dampen attempt for Q3:
Apply S1 External consequence:
Story: The Canticle Needle receives an automated bounty ping containing Sera's hull profile and cargo signature.
Final action: Close the Contract with themes External + Human.
Roll:
Outcome:
Session-end fiction hook: Juno asks whether this was worth it. Sera replays the harmonic recording from Black Choir Rock. Under the noise, someone says her name.