A downloadable game

You have ascended the mountain, your sword sharp and your empty coin purse begging to be filled. The tower looms in the distance, but a light bursts forth from the base as a door opens. A dark, hooded figure steps out, challenging you. Against this sorcerous darkness, you realize you only have Just One Sword

JUST ONE SWORD is a 96-page Solo-RPG that combines the rules-light structure and gameplay of OSR, and the narrative opportunities of PbtA, into a game about delving into ancient dungeons and forgotten tombs to fight monstrosities, collect treasure, and return home triumphant. It is inspired by the greats before it such as:

  1. Worlds Without Number
  2. ShadowDark
  3. Dragonbane
  4. Ironsworn

Classless Character Creation

Your character's abilities and talents are only limited by your imagination and ingenuity. Everyone will have a background, and the reason why you have taken up the sword (or spear) of an Adventurer, but anyone can cast a spell, pick a lock, or track a bounty through the forests.

Additionally, there are 30 Skills and 10 Combat Talents to choose from to provide more nuance, and a little extra help, to each and every playthrough.

PbtA Inspired Checks

In order to provide some narrative focus to your game, the game allows you to roll 2d6+ATR Bonus to get a "Full Success," "Partial Success" or "Failure" derived from Powered by the Apocalypse games. This helps provide some narrative complications to picking that lock, or for you to rely on your CHA Bonus to navigate that conversation for you. However, a clever plan is encouraged to always over-ride these checks.

Player Facing Combat

Combat rolls involve attacking, and then Blocking, Dodging, or Resisting Magic. Armor will impact these options, as heavy plate is good for Blocking, but slows you down if you have to Dodge that Giant's club. This makes it so that maximizing your ability to tank damage is not always the best choice for your character.

Low-Fantasy Magic System

A full, level-less magic system involving 36 spells that must be crafted in order to be used. You will not 'magically' wake up knowing Magic Missile or Turn Undead, instead you must have the right herbs and spend time in camp (or as part of downtime) crafting your spells for your adventure. If you want to know it, you also must be taught it. You will not simply gain spells for leveling up., instead you require the talents of a teacher.

Full Bestiary

A full bestiary of 90 monsters, some unique and some classic, to help make sure you always have something to fight. This includes snippets of their appearance and personality, as well as potentially their history and behaviors. Some enemies are more than willing to negotiate or barter, while others will simply want your head.

So Many Oracles

A huge list of random tables, oracles, and designers to help you build the entire area and everything in it for your adventures! It includes:

  1. Region Designer
  2. Settlement Designer
  3. Dungeon Designer 
  4. Encounter Designer
  5. Treasure Generator
  6. Adventure Seeds
  7. And more!

This game is playable as 1 person being both GM and Player; or with 2 people, one being GM and one being Player.

Art by the very talented Silver Nightingale

Updated 2 days ago
StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(6 total ratings)
AuthorOneTorch
TagsDark Fantasy, Dungeons & Dragons, Fantasy, GM-Less, OSR, rules-lite, Solo RPG, Tabletop role-playing game

Download

Download
JUST ONE SWORD v1.1.pdf 2.6 MB
Download
JUST ONE SWORD Character Sheet.pdf 22 kB
Download
JUST ONE SWORD - Hex Sheet.pdf 92 kB

Development log

Comments

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I was looking into printing this, but I'm wondering if you would be willing to at least double the space between the edge of the cover and the text on the cover.  It all seems really close to the danger zone when the book is trimmed.

I think you need to find a method to expand the margins. The cover was placed on a sheet the same size as the rest of the book; it is not a unique size separate from the rest. 

Oh.  OK.  Thanks :)

Hey! On p.26 It mentions


"On a Critical Attack you deal

maximum damage, and add your

weapon effect"

But never mentions what you need to roll to achieve a critical attack.  I'm assuming a 20 since I've played other OSR/D&D games

You are correct. You need to roll a 20 on your d20. I should fix that

(2 edits)

Love how this is turning out! I especially like the recent tables that were added. Speaking of which, I know room might be an issue but if possible would love to see desert added to the travel feature table.

(+1)

Room really is the big issue. I really want a desert/scrubland/savannah type column but I'm struggling with getting it in there without breaking the whole page. Working on figuring out how though! Fingers crossed!

It’s worth paying for as is. You work is great, keep it up! 

I very much appreciate you giving this away for free.  However, consider making this pay what you want.  That means people can still access it for free and also anyone buying it for just $1 or more can have it in their Itch library (someone like me!).  This is a great solo rpg.  Well done!

While I appreciate the sentiment and logic, right now I have no intentions of setting it to PWYW. Maybe when I finally get some more artwork in there I will.

Okay 🙂.  I’ve printed off a copy and I’m eager to try it out!  Thanks again.

Any chance of an epub version?

(+2)

This looks very interesting

(+1)(-1)

For Saves (page 6), I assume you mean 16 or higher on a d20 and not on 2d6+bonus,  right? Maybe have a unified mechanic for both (saves and skills) rolls, like 10 or higher to save. 

(1 edit) (+1)(-1)

Answering my own question: on page 13, it says to use a d20 for combat and saves.  Not sure if it's a great idea to mix PbtA and d20 mechanics in the same game. I recommend sticking to one or the other. Check World of Dungeons by John Harper to see what I mean.

(1 edit)

Good catch! Saves and combat are both d20's, which I mention on Page 13. I should definitely edit that to be more clear. I wanted them both to have that OSR swing to them while skills were on the bell-curve.

Page 26:

INCOMING DAMAGE
When the player character is hit, modify the damage dealt per die by dividing it in half and rounding down, then summing it together to get the total damage.

Can you explain why damage works differently for player characters vs NPCs or monsters? If I deal 1d8 damage with a sword to an orc, shouldn't an orc with a sword deal 1d8 damage to me?
(+3)

This is simply to make combat more survivable. If the enemy dealt damage at the same rate you did, you wouldn't survive your first encounter most likely

(+1)

I agree with that rule. In solo with OSE, I often didn't roll the damage and went with the average. It speeds up play a little but your method add surprises (low score)!

(+5)

Hey would you be interested in me making some (free) cover art for this? I love your Just One Torch solo booklet and wanna contribute if I can. If you're interested DM me on twitter or discord :)

(+1)

Absolutely! I will message you on Discord