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Had a quick glance over the rules, it is with GM and I did not find a build in Solo Mode.
There is a bigger chapter at the beginning for new players and GM which explains a lot about running a game. However to me the dice system seems quite complicated as I am more used to easier games. I would say it needs some prepping from GM and players to run it.

(+1)

The rolls are not really complicated. Once a problem is presented in the course of the game, the player rolls 4d10 in a pre-determined order. Look that 4-digit number up in the SD table in the book, Once you have found that roll or the closest to it, rounding down, get the column number and the row number to find the score, ie, 4567 is the roll. Closest to that in the table is 4207. That is in the column under 90 and row 8 for a score of 98. If 98 is less than or equal to the score determined by the attempt description, you succeed.


Problem facing the character: faculty used in resolution, relevant scores, modifier, types, time, i.e.

Attempt to generate a force field: Talent, 123, difficulty modifier -10 so the player must roll 113 or lower to succeed.

Roll 4d10 in specified order. We’ll say the roll was 4567. Look up 4567 in the SD table. The closest decimal is 4207 (rounding down) which is = a score of 98. The player generates the force field.