
Topikus Solo RPG
On Quisicosas since 7 November 2026
Featured in the newsletter of
7 November 2026 (on Substack)
What it is about
No game master. No group. No problem. A stranger in the dark corner of a tavern slides a map across the table. A werewolf stalks the forest border with a pack of dire wolves at its call. A lich waits beneath the ruins of a forgotten academy. Topikus Solo RPG is a complete fantasy role-playing game you play alone. The dice, the tables and the Oracle surprise you at every turn, and you decide what your hero does next. Grab two six-sided dice, a pencil and an evening, and your next legend is only a roll away. One rule. A whole world. Everything runs on a single roll: 1d6 + a small bonus against a number. You can learn it in a minute. Behind that simple core are 235 pages of world to explore and more than 90 random tables ready to throw dragons, betrayals, cursed treasure and strange villages in your path. Not sure what happens next? Ask the Oracle. Yes, but... No, and worse... Its answers can turn a quiet road into an epic. Slay a dragon, and write down a Feat: Dragonslayer. What's inside The book is organized into 13 Topics. Each one covers a single subject with all of its rules, followed right away by every table it uses. No flipping back and forth. Core Rules: Tests, advantage and disadvantage, natural 1s and 6s, and sixes in a row for heroic feats. Character: ancestries from dwarves and elves to centaurs, lizardfolk, sylphs and doppelgängers, plus origins, classes, skills, mundane arts, advantages, flaws and Feats. Magic: 144 spells across four traditions (Elemental, Arcane, Divine and Natural), with Mana, rituals, summoning, illusions and magic armor. Combat: fast, deadly rounds with criticals, fumbles, damage types, positioning, morale, hit locations and conditions. Equipment: weapons, armor, gear, crafting, money and services. Movement: stealth, climbing, chases, swimming, flying, grappling, mounts and vehicles. Exploration: regions, places, weather, hazards, dungeons and traps. Survival: rest, fatigue, hunger, disease, poison, medicine and scars. Social: reactions, persuasion, reputation, factions, hirelings and memorable NPCs. Creatures: minor and elite creatures, animals, companions and villains worth hating. Adventure: a full plot generator with classic plots, revelations, the Doom Track, destiny, scenes, twists, events, faction conflicts, epic threats and campaign arcs. Rewards: leveling up, treasure, potions, alchemy, scrolls, magic items, enchanting and rare materials. The Oracle: simple, interpretive and full versions to answer any question about your world. Magic Armor: a wall of magic turns the arrows aside. A world built by the dice Welcome to classic medieval fantasy: castles over misty hills, forests hiding thousand-year-old secrets, and taverns where legends begin. Cross the Plains of Nlachia and the Desert of Bones, brave the Forest of Whispers and the Lake of Living Mirrors, and climb toward the Mountain Range of the Fallen Dragon. Dig into the Mines of Eldurim, where the dwarves dug too deep, or the Crypt of Maelgor, where something still laughs in the dark. The Crown taxes while the Red Banner plots against it. The Temple of the Dawn hunts the undead as the Bone Choir digs them up. The Ashen Hand works to wake a sleeping god, and nobody knows what the Hidden Throne wants. Waiting at the end of the road are lamias and liches, death knights and spider queens, five colors of dragon, and the Demon Prince himself. The best part? This whole world grew from a few d6 rolls on the tables in this book. Yours will grow differently. Your adventures decide what the world becomes. Table 9.1: Reactions Your first adventure in ten minutes Make a hero. Pick one of 36 ready-to-play heroes, or roll ancestry, origin and class. Make an adventure. Roll a plot and fill in the blanks: region, place, villain, creatures, treasure. Play scenes. Roll what happens, ask the Oracle when in doubt, fight when there is no other way. Finish. Face the villain, claim the treasure, or survive the twist. Grow. Level up, spend your gold in town, and get ready for the next quest. That's the whole game. Everything else adds detail when you want it. Every rule is optional. Magic Items and Magic Equipment tables Also included A complete play example: The Hunter Who Never Came Home, played from the first roll to the last, so you see exactly how the tables and the Oracle tell a story. Quick Heroes: 36 classic heroes ready to play in seconds. A character sheet ready to print. Hand-drawn illustrations throughout the book. d6 only: all you need are two ordinary six-sided dice. Roll the dice. The legend starts tonight.





