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Cover of The Zorvexi Infiltration: A Solo Science Fiction Adventure Game

The Zorvexi Infiltration: A Solo Science Fiction Adventure Game

Solo RPG · by Creative Concepts · in English
On Quisicosas since 30 August 2025
Featured in the newsletter of 30 August 2025 (on Substack)

What it is about

Every Creative Concept solo adventure is different, with its own unique card meanings and events, making a "core" book unnecessary. The Zorvexi Infiltration The Zorvexi wanted our new planet. The crystalline Insectoid aliens, composed of jagged shards of living obsidian, constantly rearrange themselves, shifting into different terrifying shapes. When it moves, it makes a grinding, glass-on-glass shriek. Its many-faceted eyes glow with a sickly blue light. The species are cold, calculating, and single-minded. The Zorvexi is an interstellar roaming predator that sees all organic life as fuel. It toys with prey, often whispering into their thoughts before striking. They possess psychic abilities, devouring the living essence of the prey's minds. They can separate into hundreds of sharp-edged fragments that whirl like a storm, slicing through obstacles and flesh alike with the ability to phase out of reality to surprise their prey. Regeneration is one of their gifts, but their worst power is the ability to leech minds for sustenance as they weaken their prey. The Soovash colony was devastated years ago by a horde coming through the system. The advances made now lay in ruin. The remaining colonists scavenge and watch for rescue, but they receive no responses from working communications from our old home. Young recruits undergo rigorous training in warfare, encompassing both physical and mental preparation, in anticipation of the Zorvexi's return. You are one of those recruits, and while on your boring, monotonous patrol one day, you hear the twinkling of glass sliding on glass, which is the sound everyone associates with the Zorvexi. You look up to see a lone obsidian insect shape with multiple glowing bluish-white eyes; it turns and spots you looking at it. Move! Take cover! It’s coming! Materials you will need. You will need some simple items as follows: • A Standard Deck of Playing Cards (with Jokers): I own several decks with different face card themes. You can use a standard deck or a unique one to play solo games with themes. Every card will have a different meaning as you draw one. They produce the adventures to start you on your way, a side quest, a discovery, how your character may feel, or people or creatures you will meet along the way. • Paper and pencil, or a writing program: I prefer a writing program or a spreadsheet to log in order to enter your ideas as you travel the world. Now, before you begin, you have to decide who you are: 1. Are you a seasoned soldier, a scavenger, a technician, or a mechanic? Are you an elder, adult, or teen? What’s your gender? How well do you know the ruins of Soovash? 2. Choose Your Role: Are your psychic gifts and defenses stronger than your physical gifts, or the opposite? Any bad habits? A risk taker or risk avoider? How dedicated are you to protecting the colony? Do you plan, or are you more spontaneous? Are you brave, realistic, or afraid of a lot of things? 3. Prepare your Deck: Shuffle your deck of playing cards and place the stack face down. With your character’s nature made, your role in the story selected, and your cards ready, it’s time to start your journey. Gameplay: Each card creates a new event or discovery for your character; make sure to chronicle them in order. A series of turns of fate may reflect on the card you have, two cards later. 1. Draw a single card at a time from the deck. Begin by drawing a card, specifically a Club suit, and it starts you on the adventure. Reshuffle the deck with the cards drawn before the first Club and continue. 2. The prompts below will tell you the card’s meaning by number and suit. Try to imagine the scene with all five senses. 3. Write your entry describing the moment using your senses. Imagine it’s a scene in a movie, comic, or novel, and play with it. Use that imagination! 4. After writing down your scene, draw the next card to continue your adventure. When you reach the end of the deck, you can either imagine going back to where you started or use it as a cliffhanger for your next story after you shuffle the deck. You just completed “Book One” of your adventure. 5. Even though this is a solo adventure, you can bring your friends along and have them as part of your group, and all of you write your part in the adventure separately. Careful, their character may not be trusted! Watch your back.

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