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Tricube Solo

The Solo Rules are printed double-sided on six 10"x8" cards, and each side is self-contained: Page 1 explains how to get started and answer questions, and offers some general advice for running solo games, while page 2 explains how to structure the story. Pages 3-6 cover urban scenarios, wilderness adventures, dungeon crawls, and voyages. Page 7 covers planes and planets, page 8 covers crimes and mysteries, page 9 covers social interaction, page 10 provides a name generator, page 11 contains rul

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Manuel Corpas
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100% found this document useful (5 votes)
2K views12 pages

Tricube Solo

The Solo Rules are printed double-sided on six 10"x8" cards, and each side is self-contained: Page 1 explains how to get started and answer questions, and offers some general advice for running solo games, while page 2 explains how to structure the story. Pages 3-6 cover urban scenarios, wilderness adventures, dungeon crawls, and voyages. Page 7 covers planes and planets, page 8 covers crimes and mysteries, page 9 covers social interaction, page 10 provides a name generator, page 11 contains rul

Uploaded by

Manuel Corpas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TRICUBE TALES: SOLO RULES

AUTHOR
Richard Woolcock
SYSTEM
Tricube Tales is a rules-lite roleplaying system capable of handling a wide range of different genres Tricube Tales <
and settings. Its simplicity lends itself well to solo play, and it should work with most generic solo BACKGROUND
rules, but these guidelines are designed to complement the Tricube Tales one-page settings. Figu Design

Before you begin playing, you’ll need to choose a one-page setting and create a character. Write down STORY SYMBOLS
Delapouite and Lorc
the main plot for your adventure (using the setting’s adventure generator), and two subplots (roll on the Game-icons.net <
setting’s Twist table for inspiration). Finally, describe the opening scene in two or three sentences—are
ILLUSTRATIONS
you in the office when the adventure kicks off? Drinking in a tavern? Walking through the park? Felipe Gaona,
Now you know who you are, where you are, and what you need to do! Proceed with the adventure as Publisher’s Choice
Quality Stock Art
normal, except instead of asking a GM, you roll the dice and interpret the results. Don’t forget to use the © Rick Hershey /
Twist table and adventure examples from your one-page setting for further inspiration! Fat Goblin Games <

SIMPLE QUESTIONS COMPLEX QUESTIONS GENERAL ADVICE


When asking a question that requires a yes or no If a question cannot be answered with yes or no, Here are some quick tips for creating interesting
answer, decide the likelihood and roll a d6: If the roll separately on both of the following tables and solo adventures using these rules:
likelihood is “very likely,” then the answer is yes interpret the result in a way that fits the question. • Use your imagination to flesh out an opening
on 2+, while “likely” is yes on 3+, “maybe” on 4+, Ignore a non-double roll on the second table. scene—it’s easier to use random tables after some
“unlikely” on 5+, and “very unlikely” on a 6. If you story elements have been defined, and a detailed
roll below the target number, the answer is no. The answer involves... opening scene helps get the ball rolling.
AA Abandonment DA Hate or anger • Random tables can give you inspiration and
ADDING A CAVEAT AB Advice DB Illness or injury improvisational prompts, but the story is shaped
You can roll a second d6 to add a possible caveat AC Agreement DC Investigation and directed by your own imagination and ideas.
if you wish: 1-2 adds a but, and 5-6 adds an and. AD Arrival DD Jealousy • Follow your initial instincts! Don’t overthink
Describe a caveat in the context of the question. AE Assistance DE Mistrust your answers, or worry too much about how you
For example, if you ask whether a door is locked, AF Attainment DF Love or desire should interpret the tables. It doesn’t matter if an
the answer might be “yes and barred,” or “yes but BA Barrier EA Neglect answer isn’t a perfect match for the rolled result,
the lock is poor quality,” or “no but the hinges are BB Betrayal EB Prevention as long as it fits the scene and overall story. The
very rusty,” or “no and the door is slightly ajar.” BC Communication EC Property random tables are a tool, not a straitjacket.
BD Concealment ED Punishment • Drive the story forward whenever possible. If
BE Conflict EE Pursuit the adventure starts to run out of steam, consider
SCALED QUESTIONS BF Control EF Rejection generating a random event to spice things up.
Some questions cover things like “how far away,” CA Creation FA Rivalry • Don’t keep asking questions over and over,
“how long,” “how big,” etc. The easiest way to ask CB Deception FB Technology try to stick with what you have got, and only ask
such questions is to describe both extremes—for CC Delay FC Theft more questions when you get stumped, or need
example, “on a scale of 1-6 where 1 means that he CD Destruction FD Transformation fresh inspiration. If you already have a good idea
is openly hostile, and 6 means he appears helpful, CE Exposure FE Trust for a particular question, there’s no need to roll.
what is the guard’s initial attitude toward me?” CF Failure FF Vengeance • Approach the adventure from the perspective
And could be related to... of your character, limiting the questions to things
WEIGHTED RESULTS AA Main plot DD Your character they would know or can observe.
If a scaled question should be more likely to land BB Primary subplot EE Random event (roll) • Try speaking the story out loud or take notes,
at one extreme or the other, roll two or three dice CC Secondary subplot FF Twist table (roll) * otherwise, it can feel like you’re just daydreaming
and use the highest or lowest result. * Use the Twist table from the back of your chosen one-page setting. with dice rather than playing a game.
STORY STRUCTURE TIPS & SUGGESTIONS
An adventure consists of 5-9 “scenes,” which you Included below are some tips and suggestions for
track using a standard deck of playing cards. It is narrating the story and describing the scenes.
up to you to decide when you’re ready to proceed
to the next scene of the story. PACING THE STORY
For every scene (including the opening scene), The cards help you to structure the story, but the
draw a card, place it face-up in front of you, then definition of a “scene” is entirely up to you. Only
look it up on the Random Scenes table. draw a card when you want the story to progress
toward its conclusion—never feel obliged to draw
SCENE CHALLENGES another card, even if you’ve technically moved on
Each scene has a key challenge, which consists of to another stage of the story.
a trait and a difficulty. Incorporate this challenge
into the narrative of the scene—perhaps an agile FLESHING OUT THE SCENES
challenge involves stealth or lock picking, while a Roll on the random tables for creatures, locations
brawny challenge might involve athletics, etc. and events when describing the different scenes,
If you win the key challenge, place the card on using the Twist and Tag tables to provide further
your right—it represents a victory. If you fail, the details. This product contains random tables for
card is placed on your left and represents a loss. urban, wilderness and dungeon areas, along with
another page for voyages, and you can find many
ADVANCING A PLOT more random tables and solo tools online.
If you draw a face card, one of the plots advances. But remember, random tables are just a tool to
A ♣ or ♠ suit is negative (for you) while a ♦ or ♥ provide you with inspiration. Never feel obliged
is positive. Roll on the Twist table for inspiration to roll, or to stick with a result you don’t like.
if you wish, but always describe how the plot has RANDOM SCENES
progressed, then draw another card. INTERPRET IN CONTEXT
Draw a card for each new scene... Because the random tables are fairly generic, it’s
CHANGING THE SCENE A or JOKER Scene changes (roll), and draw again important to interpret them within the context of
If you draw an ace or joker, the scene undergoes K Advance main plot, and draw again the setting and story. A group of “goblins” might
an unexpected change. Roll on the table, describe Q Advance primary subplot, and draw again be small aggressive aliens in a space opera setting,
the revised scene, then draw another card. J Advance secondary subplot, and draw again or black-eyed children in a horror setting, just as
= Scene involves a hard crafty challenge a “tropical island” could be a tropical planet in a
CONCLUDING THE SESSION 9 Scene involves a standard crafty challenge tale of interplanetary explorers.
Each time you draw a card, look at all spot cards 8 Scene involves an easy crafty challenge
(rank 2-10) on the table, including the one you’ve 7 Scene involves a hard brawny challenge CHANGING CHALLENGES
just drawn. If you have 3-4 spot cards of one suit 6 Scene involves a standard brawny challenge Each scene has a key challenge, which you should
and 2 of another suit, this will be the final scene. 5 Scene involves an easy brawny challenge incorporate into the narrative. Sometimes, it may
If you ever reach 5 spot cards of the same suit 4 Scene involves a hard agile challenge be possible to justify using a different trait within
(even if you have no other spot cards), then this is 3 Scene involves a standard agile challenge the narrative—for example, if you’ve described a
the final scene, and it will have an epic twist—roll 2 Scene involves an easy agile challenge “standard agile challenge” as crossing over a log
on the Twist table and describe it! If the scene changes, roll and interpret... bridge, shouldn’t it be possible to swim across the
If you win the final scene, then you successfully A Positive (for you) D New location (roll) river instead (i.e., a brawny challenge)?
resolve the adventure. However, if you have more B Negative (for you) E New person (roll) Using an alternative trait always increases the
losses than victories, the outcome is only a partial C Twist table (roll) * F New event (roll) difficulty of the key challenge by 1. This can take
success—describe the fallout from your session. * Use the Twist table from the back of your chosen one-page setting. the difficulty over 6, requiring a perk to succeed.
URBAN ADVENTURES URBAN PEOPLE
Most Tricube Tales scenarios take place in urban
areas, and even those that don’t will often involve Interpret within the context of the setting...
the occasional foray into a town or city. AA Actor/entertainer DA Investigator/tracker
If you’re using an existing setting (or the game AB Bartender/server DB Janitor/cleaner
takes place in a real-world location), there may be AC Beggar/vagrant DC Laborer/worker
an official map you can reference. Otherwise, you AD Biker/outlander DD Lawyer/judge
can look online for a random map generator. But AE Bumpkin/peasant DE Manager/foreman
if you’re focusing on the story, it’s typically easier AF Chef/cook/baker DF Mechanic/artisan
to ignore the map—particularly if your character BA Chemist/alchemist EA Merchant/vendor
isn’t familiar with the settlement anyway. BB Child/youngster EB Musician/bard
BC Consultant/guide EC Police officer/guard
RURAL WAYPOINTS BD Contractor/assassin ED Priest/preacher
While towns and cities tend to work better for an BE Cultist/fanatic EE Reporter/town crier
urban adventure, you can also use these tables for BF Doctor/herbalist EF Scientist/scholar
scenarios set in rural settlements, such as villages CA Driver/wagoner FA Socialite/noble
and hamlets. Roll on the urban tables for people, CB Elder/senior figure FB Soldier/mercenary
events, and locations as usual, but downscale and CC Engineer/architect FC Spy/renegade
interpret the results where necessary to better fit CD Farmer/smallholder FD Teacher/tutor
the smaller settlement size. CE Gangster/outlaw FE Thief/criminal
CF Hunter/survivalist FF Watchman/bouncer

LARGE SETTLEMENTS
URBAN LOCATIONS URBAN EVENTS
This urban settlement is best described as a...
A Semirural village D Port town Interpret within the context of the setting... Interpret within the context of the setting...
B Market town E Military town AA Abandoned place DA Mansion/palace AA Accident/breakage DA Lost child/pet
C Mining town F City/suburb AB Airport/wharf/port DB Military building AB Airplane/dragon DB Military presence
And the populace initially seems to be... AC Bank/moneylender DC Museum/library AC Alarm/siren DC Monstrous activity
A Cheerful/open D Distrustful/wary AD Bridge/crossroads DD Nightclub/brothel AD Ambush/assault DD Prowling vigilante
B Industrious/busy E Rude/inconsiderate AE Church/temple DE Office/workhouse AE Assassination DE Roadblock/barrier
C Indifferent/aloof F Nosy/prying AF Depot/warehouse DF Park/garden AF Barking dog DF Sabotage/vandalism
BA Factory/mill EA Pharmacy/herbalist BA Broken vehicle EA Screaming/shouting
BB Film/art studio EB Police station BB Crying/arguing EB Serious injury
SMALL SETTLEMENTS BC Fire station/tower EC Prison/guardhouse BC Drone/surveillance EC Shocking revelation
BD Garage/workshop ED Recreation area BD Dying victim ED Speeding vehicle
This rural settlement is best described as a... BE Graveyard EE Restaurant/tavern BE Explosion/fire EE Tech/magic terror
A Homestead/outpost D Mining/lumber camp BF Guild/corporation EF School/academy BF Feral/wild animals EF Terrible weather
B Small hamlet E Farming village CA Gun store/armory FA Sewer/subway CA Fighting/brawling FA Theft/mugging
C Nomadic settlement F Fishing village CB Hospital/physician FB Slum/ruin CB Fleeing people FB Traffic collision
And the populace initially seems to be... CC Hotel/inn FC Smithy/craft shop CC Flood/burst pipe FC Trapped people
A Welcoming/friendly D Frightened/nervous CD House/villa FD Theater/cinema CD Horrific violence FD Troublemakers
B Oppressed/abused E Weird/creepy CE Local landmark FE Town hall/center CE Large gathering FE Urban decay
C Indifferent/apathetic F Xenophobic/hostile CF Mall/marketplace FF Zoo/stable CF Looting/robbery FF Weird/supernatural
WILDERNESS TRAVEL WILDERNESS FOLK
Most of the micro-settings are based in a town or
city, but sometimes you may wish to explore the Interpret within the context of the setting...
outside world, in which case you should use these AA Adventurers DA Malevolent spirit
tables instead of the urban ones. You can also mix AB Arrogant noble DB Man-eating plant
and match, “dipping in” to these tables for a scene AC Bandits/outlaws DC Merchant/tinker
or two when a mostly-urban adventure involves AD Bear/wolves/big cat DD Military force
briefly traversing the wilderness. AE Bounty hunter DE Mischievous fey
AF Capricious nymph DF Monster/undead
CONSIDER THE OBJECTIVE BA Caravan/wagon EA Pilgrims/lepers
People rarely just wander out into the wilderness BB Carrion birds EB Runaway/deserter
to see what they find—they almost always have a BC Curious animal EC Rustler/poacher
certain goal or destination in mind. Consider this BD Deer/horses/cattle ED Scavengers/foragers
objective when you’re planning out the scenes. BE Elemental guardian EE Scouts/raiders
BF Explorers/travelers EF Skilled ranger
EXPLORATION CA Ghostly figure FA Sorcerer/witch
There are many options for handling wilderness CB Honorable knight FB Stalker/predator
exploration. Some settings provide official maps, CC Hungry insects FC Territorial beast
which you can use to determine the terrain and CD Hunting party FD Traveling artist
major landmarks, filling in any remaining details CE Invisible faeries FE Venomous snake
during play. Likewise, games set in the real world CF Loner/hermit FF Wandering minstrel
can use the plethora of maps available online.
Another option is to utilize free online tools to
generate random maps, and apply traditional hex WILDERNESS FEATURES WILDERNESS EVENTS
crawl (or point crawl) techniques to flesh out the
various regions as you explore. Interpret within the context of the setting... Interpret within the context of the setting...
However, if you’re only interested in the story, AA Ancient shrine DA Mysterious tower AA Accident/breakage DA Rolling log/boulder
you can roll on the table below to determine the AB Bones/corpses DB Old battlefield AB Ambush/attack DB Running animal
type of region where the current adventure takes AC Briar/rocky maze DC Ominous statue AC Avalanche/landslide DC Shout/scream
place. There’s no need for a map in this case, just AD Bridge/ford DD Overgrown ruins AD Circling vultures DD Sickness/injury
focus on the points of interest, and assume your AE Broken vehicle DE Pond/spring AE Collapsing ground DE Sounds of battle
character knows roughly where they’re going. AF Burial grounds DF Quicksand/crevasse AF Criminal activity DF Spoiled supplies
BA Cabin/hut EA Raging river BA Curious animal EA Stalked/followed
BB Camp/firepit EB Road/path/trail BB Eerie sounds EB Stampede/charge
WILDERNESS REGIONS BC Cave mouth EC Rope/log bridge BC Falling tree/rocks EC Storm/blizzard
BD Concealed garden ED Sacred ground BD Heavy rain/snow ED Strong winds
The terrain in this region is primarily... BE Crumbling ruins EE Sheltered spot BE Helicopter/dragon EE Sudden silence
A Canyon/valley D Marsh/swamp/bog BF Edible fruit/plants EF Solitary building BF Hopelessly lost EF Technology/magic
B Forest/jungle/scrub E Plains/plateau CA Enchanted zone FA Standing stones CA Howling wolf FA Thick fog/mist
C Hills/mountains F River/lake/ocean CB Enigmatic monolith FB Steep cliff/ridge CB Hunting predator FB Thunder/lightning
While the climate is best described as... CC Extravagant tent FC Stream/lake CC Mirage/illusion FC Unusually hot/cold
A Arctic/tundra D Temperate/moderate CD Fortified building FD Timeworn fountain CD Miserable weather FD Warning sign/shot
B Cold/arid/barren E Tropical/savanna CE Gorge/ravine FE Town/village/farm CE Monstrous activity FE Weird/supernatural
C Hot/arid/barren F Warm/humid CF Mine/quarry FF Tranquil oasis CF Pungent odor FF Wildfire/earthquake
DUNGEON CRAWLS DUNGEON DENIZENS
Some adventures may involve dungeon crawling,
exploring caves and ancient temples—or perhaps Interpret within the context of the setting...
derelict spaceships and space stations, depending AA Animals/vermin DA Hydra/serpent
on the genre of your setting! AB Animated plants DB Lich/necromancer
You can also dip into these tables for a scene or AC Bandits/outlaws DC Lizardfolk
two—an urban adventure could require a journey AD Chimera/hybrid DD Minotaurs/centaurs
through the city sewers, while a wilderness quest AE Cockatrice/wyvern DE Mutants/beastmen
might involve a brief stint in some old ruins. AF Constructs/robots DF Ogres/trolls
BA Demons/imps EA Orcs/hobgoblins
POPULATING DUNGEONS BB Dragon/drake EB Otherworldly beasts
Most dungeons will be populated by a single type BC Eldritch horrors EC Priests/cultists
of creature, so you’ll usually only roll once on the BD Elemental/nymph ED Scientist/artificer
Dungeon Denizens table, and then interpret and BE Fairies/fae/elves EE Skeletons/zombies
extrapolate the result to fit your setting. BF Frogfolk/merfolk EF Terror birds
CA Ghosts/wraiths FA Titans/giants
EXPLORATION CB Ghouls/cannibals FB Vampire/mummy
If you like mapping out your dungeons, there are CC Giant worms/bugs FC Werebeasts/shifters
many online tools for generating random layouts, CD Gnomes/dwarves FD Wights/draugar
and tiles that you can arrange on the fly. But for a CE Goblins/kobolds FE Witch/hag
story-driven adventure, it’s usually easier to focus CF Harpies/griffins FF Wizard/sorcerer
on the key areas of interest, similar to the popular
“five-room dungeon” method.
DUNGEON FEATURES DUNGEON EVENTS
TRACKING PROGRESS
Your progress through a dungeon can be tracked Interpret within the context of the setting... Interpret within the context of the setting...
with cards as normal, but you don’t need to treat AA Altar/table/desk DA Macabre apparatus AA Ambush/sniper DA Pungent odor
every dungeon location as a separate scene. Only AB Arcane/alien device DB Markings/writing AB Barking/growling DB Raised alarm
draw cards when you want to advance the story, AC Architectural oddity DC Mold/moss/plants AC Blade trap DC Rear attack
letting the adventure unfold at your own pace. AD Bed/bunk/coffin DD Odd paraphernalia AD Crushing trap DD Rockfall/collapse
AE Books/computers DE Painting/tapestry AE Deception/illusion DE Shouting/roaring
TRAPS AND COMBAT AF Chasm/fissure DF Pantry/larder/meat AF Entangled/pinned DF Slippery patch
Key challenges in a dungeon usually involve traps BA Chest/cupboard EA Pillars/stalagmites BA Explosion/smoke EA Sound of movement
or combat, and failure generally costs resolve, in BB Cryptic clue/puzzle EB Prisoner/corpse BB Fall/trip/stumble EB Spear/dart trap
addition to counting as a scene loss. BC Defaced/vandalized EC Slick/smooth floor BC Frontal attack EC Stalked/shadowed
An agile challenge could be narrated as evading BD Dirt/decay/rot ED Stains/damage BD Guard patrol ED Sticky floor
an arrow trap, leaping over a pit, or participating BE Distinctive smell EE Statue/sculpture BE Hidden surprise EE Strange sounds
in a ranged combat encounter. BF Drafty/ventilated EF Steps/stairs/ladder BF Hit-and-run attack EF Tilting floor
A brawny challenge can be described as raising CA Fireplace/pit FA Sticky/magnetic CA Murmer of voices FA Tripwire
a portcullis, resisting poisonous gas, or engaging CB Fountain/pool FB Uneven/rotten floor CB Noisy floor FB Unexpected visitor
in melee combat against some sort of monster. CC Furs/hides/blankets FC Unusual lighting CC Pincer attack FC Vermin/beast
A crafty challenge might involve spotting a trap CD Gruesome scene FD Vermin nest/hole CD Pit trap FD Wandering monster
or ambush, tricking or intimidating a monster, or CE Guard animal/pet FE Vines/roots/wires CE Poisonous gas/trap FE Weeping/screaming
engaging in magical combat. CF Lavish decorations FF Weaponry/tools CF Pressure plate FF Wrong turn
DISTANT VOYAGES VOYAGE ENCOUNTERS
Some adventures follow a ship’s journey at sea, or
a spacecraft’s voyage among the stars, or even an Interpret within the context of the setting...
airship’s expedition to distant lands. You can also AA Abandoned ship DA Merchant galleon
mix and match with other tables if you wish. AB Adrift survivor DB Mermaids/cecaelias
AC Alluring sirens DC Nymph/elemental
NAVIGATION AD Cargo ship DD Passenger ship
Much like wilderness adventures, voyages usually AE Colony transporter DE Patrol boat
involve a journey to a specific destination, even if AF Convoy of ships DF Pirate vessel
the hero doesn’t initially know exactly where they BA Disguised vessel EA Pompous noble
are going. Resolving the adventure will generally BB Exploration ship EB Penal transport
imply reaching the destination. BC Fast sailboat/yacht EC Raiders
Maps can be useful tools for plotting a voyage, BD Fishing boat ED Scouting vessel
particularly if you need travel time estimates, but BE Flotilla of boats EE Sea/space serpent
you can always hand-wave the route if you prefer BF Ghostly/alien ship EF Slave ship
to focus on narrating the story. CA Giant turtle/whale FA Small warship
CB Glowing jellyfish FB Smugglers
VEHICULAR CHALLENGES CC Hungry shark/alien FC Someone on a raft
Key challenges on a voyage often involve steering CD Kelpie/shapeshifter FD Undead/cannibals
a vessel around dangerous obstacles or engaging CE Kraken/monster FE War galley
the enemy in combat. CF Large warship FF whaling vessel
An agile challenge could be narrated as relying
on reflexes to avoid a collision, running silent to
evade the enemy, or manning a cannon to shoot a VOYAGE LANDMARKS VOYAGE EVENTS
hostile vessel during a naval battle.
A brawny challenge can be described as using Interpret within the context of the setting... Interpret within the context of the setting...
strength to turn the ship’s wheel during a storm, AA Ancient monument DA Plague island AA Ambush/attack DA Kraken/shark attack
enduring a long ornithopter flight, or sprinting AB Archipelago DB Platform/oil rig AB Betrayal/trickery DB Missing person
to the engineering deck to fix a malfunction. AC Castle/space station DC Port town/city AC Bounty hunter DC Mutiny/treachery
A crafty challenge might involve calculating a AD Coastal village DD Reef/asteroid field AD Brawl/violence DD Land ahoy!
safe route, using sharp eyesight to spot and avoid AE Dangerous passage DE Rocky shore AE Confrontation/duel DE Pollution/wreckage
some rocks, or inspiring the crew to row harder. AF Estuary/inlet/strait DF Sandy beach AF Crash/explosion DF Pursuing pirates
BA Fishing village EA Sea/asteroid cave BA Curse/bad omen EA Raft/escape pod
BB Floating island EB Sea fort/moon base BB Damaged ship EB Saboteur/spy
WEATHER CONDITIONS BC Foggy coastline EC Sheltered bay/cove BC Dead calm EC Salvage/booty
BD Fortified island ED Ship cemetery BD Distress signal ED Sea serpent
The sky overhead is currently... BE High rocky outcrop EE Shipwreck BE Dolphins/good luck EE Storm/tsunami
A Clear/sunny D Overcast BF Iceberg/pumice raft EF Submerged island BF Dream/vision EF Stowaway/intruder
B Mostly clear/sunny E Overcast with drizzle CA Island fortress FA Sunken ruins CA Drunken crewman FA Strong/stellar wind
C Mostly cloudy F Overcast with rain CB Islet/asteroid FB Tall cliffs CB Fishing incident FB Theft/murder
While the wind is best described as... CC Leviathan bones FC Tropical island CC Flaring tempers FC Thick fog
A Calm D Strong breeze CD Lighthouse/beacon FD Uninhabited island CD Floating corpse FD Treasure/bounty
B Light breeze E Gale-force winds CE Mining island FE Volcanic island CE Floating debris FE Unusual fish/alien
C Moderate breeze F Storm/hurricane CF Penal colony FF Whirlpool/vortex CF Injury/sickness FF Weird/supernatural
PLANES & PLANETS NATIVE SOCIETIES
Some adventures involve visiting new worlds or
alternate dimensions. The precise means of travel Roll, interpret, and combine 1-3 results...
depends on the setting, but might involve arcane AA Astonishing talent DA Old-fashioned ideas
devices, powerful spells, wormholes, interstellar AB Baffling etiquette DB Oppressive regime
gateways, starships, or something else entirely. AC Bizarre rituals DC Outsiders are feared
AD Bribery is common DD Pacifism is popular
DEAD WORLDS AE Corrupt officials DE Powerful factions
Not every plane and planet will be inhabited, and AF Cruel punishments DF Reliant on tech
even advanced civilizations eventually die. If you BA Cutthroat politics EA Respect for elders
are visiting a random planet, considering asking a BB Dangerous customs EB Rigid caste system
Simple Question to see if it can even support life. BC Easily manipulated EC Skilled builders
BD Honor and chivalry ED Sorcery is outlawed
BE Illogical laws EE Strange diet
PLANAR TRAVEL BF Influential religion EF Thriving trade
CA Intolerant outlook FA Unusual beliefs
The dimension is best described as... CB Magic means status FB Utopian veneer
A Heavenly/divine D Physical/material CC Might makes right FC Vicious attitudes
B Hellish/infernal E Astral/spiritual/limbo CD Money is power FD Warlike culture
C Elemental/primal F Mental/dreamlike CE Mysterious tech FE Wealth disparity
Which takes the form of... CF Mystical heritage FF Weird burial rites
A An endless realm D A city, town, or village
B A castle or labyrinth E A god or titan’s corpse
C A microcosm F A distortion of reality REALM FEATURES MAJOR EVENTS
And contains dangers such as...
A Hostile inhabitants D Hard to navigate Roll, interpret, and combine 1-3 results... Roll and interpret a major event if you wish...
B Ever-changing terrain E Ever-changing terrain AA Beautiful oasis DA Powerful storms AA Alien invasion DA Otherworldly virus
C Weird physics F Unpredictable magic AB Dangerous vermin DB Prison realm AB Amazing invention DB Pestilence
AC Deadly diseases DC Ruins of civilization AC Angry dragons DC Radiation
AD Dying world/plane DD Shrieking winds AD Apocalyptic cult DD Religious conflict
PLANETARY TRAVEL AE Eldritch horrors DE Sprawling forests AE Approaching comet DE Rise of a tyrant
AF Emotional influence DF Strange geometries AF Behemoth rampage DF Shocking discovery
The world takes the form of a... BA Ferocious predators EA Thick fog or mist BA Black hole EA Spreading darkness
A Small rocky planet D Artificial world BB Fierce oceans EB Towering peaks BB Changing climate EB Strange new fashion
B Large rocky planet E Habitable moon BC Floating islands EC Toxic environment BC Cryptic events EC Supernatural event
C Gas giant with habitat F Large asteroid BD Hard to breathe ED Untamed lands BD Deadly pandemic ED Superstition/fear
With an orbit best described as... BE High gravity EE Unusual terrain BE Dust clouds EE Superweapon
A Earthlike orbit D Binary star system BF Incompatible food EF Valuable resources BF Earthquakes EF Toxic fog/mist
B Tidally locked E Orbits a red dwarf CA Incorporeal entities FA Vast wilderness CA Eldritch corruption FA Tsunami/flood
C Rogue planet (no star) F Dying star system CB Low gravity FB Vile stench CB Famine/drought FB Undead hordes
And an approximate technology level of... CC Mysterious vista FC Volcanic landscape CC Horrific infestation FC Unstable seasons
A Primitive/Antiquity D Modern-day Earth CD Natural defenses FD Water is acidic CD Implausible crisis FD Volcanic eruption
B Medieval/Classical E Postmodern high-tech CE Pitch dark FE Weakened magic CE Meteorite impact FE War/revolution
C Industrial/Victorian F Interstellar/futuristic CF Post-apocalypse FF Weird sounds CF Mysterious deaths FF Witch hunt
CRIMES & MYSTERIES UNSOLVED MYSTERIES
If you’re running investigative games, try to build
up the story as you progress through the scenario Interpret within the context of the setting...
rather than revealing too much in advance. Start AA Alien sighting DA Lost treasure
by generating the mystery or crime, then roll for AB Ancient technology DB Magical relic/device
clues as you interact with witnesses and examine AC Astral projection DC Missing person
crime scenes. A criminal’s motive might be clear AD Bedeviled object DD Murder-suicide
from the start or not revealed until later. Perhaps AE Blood drinkers DE Occult rituals
their true motive differs from the apparent one! AF Cannibalism DF Phantom hitchhiker
If you have difficulty matching a table result to BA Crop circles EA Psychic visions
the scenario, consider reading the dice in reverse BB Cursed land EB Ritualistic killings
(e.g., D A becomes A D), or reroll—or even choose BC Demonic possession EC Savaged corpse
something that fits. As always, the tables are there BD Disappearance ED Secret door/room
to provide inspiration, not limit creativity. BE Faith healing EE Spooky woods
BF Forbidden grimoire EF Sunken ship
GENRE‐SPECIFIC CRIMES CA Ghost vehicle FA Strange lights
Try to interpret the table results in a way that fits CB Ghostly sighting FB Unnatural sickness
your scenario. If this isn’t possible (e.g., you roll CC Haunted house FC Urban legend
“cybercrimes” in a medieval setting), replace the CD Horrific mutilations FD Vanished flight
crime with something common or specific to the CE Human sacrifice FE Violent beast
game’s genre, such as petty theft or witchcraft. CF Impossible crime FF Weird drownings

SUSPECTED CRIMES APPARENT MOTIVES CRIME SCENE CLUES


Interpret within the context of the setting... Interpret within the context of the setting... Interpret within the context of the setting...
AA Armed robbery DA Hijacking AA Accidental DA Intolerance AA Article of clothing DA Hair, skin, or fur
AB Arson DB Hostage-taking AB Anger/rage DB Jealousy/grudge AB Blood spatter DB Hand-written note
AC Assassination DC Illegal possession AC Artistic expression DC Long-term agenda AC Bullet or casing DC Internal organ
AD Assault DD Impersonation AD Convenience DD Love/passion AD Carpet fibers DD Lost button
AE Blackmail DE Insider trading AE Curiosity/boredom DE Lust/desire AE Chemicals DE Paint or varnish
AF Bribery DF Kidnapping AF Desperation DF Mistaken identity AF Cigarette butt DF Photo or picture
BA Burglary EA Money laundering BA Destroy a rival EA Paid to do it BA Claw marks EA Piece of paper
BB Coercion EB Murder BB Disagreement EB Power/influence BB Coins or jewelry EB Pool of vomit
BC Conspiracy EC Piracy BC Distraction EC Practice/training BC Dark stains EC Powder or dust
BD Counterfeiting ED Racketeering BD Following orders ED Protect someone BD Discarded wrapper ED Receipt or letter
BE Cybercrimes EE Rebellion BE Forced to do it EE Revenge/vendetta BE Dog-eared book EE Small card
BF Embezzlement EF Sabotage BF Greater good EF Self-preservation BF Dry residue EF Specks of dirt
CA Espionage FA Smuggling CA Greed/selfishness FA Status/prestige CA Ear, nose, or eyeball FA Tire tracks
CB Exploitation FB Solicitation CB Hatred/resentment FB Stress/fear CB Finger, nail, or claw FB Tooth or fang
CC Extortion FC Terrorism CC Honor/pride FC Teaching a lesson CC Fingerprint FC Traces of drugs
CD Fraud FD Trafficking CD Idealism/morality FD Tying up loose ends CD Footprint FD Verbal statements
CE Grand theft auto FE Treason CE Incidental/random FE Undermine/ruin CE Glass fragments FE Video evidence
CF Harassment FF Vandalism CF Independence FF Wealth/security CF Glove or boot FF Weapon or tool
SOCIAL INTERACTION GENERAL DEMEANOR
Conversations can be awkward to handle in solo
games, but you don’t need to play out a full word- Interpret within the context of the setting...
by-word exchange—it’s often enough to focus on AA Accepting/casual DA Distrustful/fearful
the general gist of the characters’ interaction. AB Aggressive/pushy DB Emotional/excitable
AC Aloof/haughty DC Empathetic/astute
DISPOSITION & INTERESTS AD Ambitious/eager DD Energetic/spirited
The first step is to determine the general attitude AE Anxious/restless DE Forthright/sincere
of whoever you are addressing. If it’s not obvious, AF Assertive/confident DF Gloomy/grumpy
then roll a d6: “1” is negative, “6” is positive, and BA Bossy/commanding EA Hesitant/reluctant
anything else is neutral. If someone is likely to be BB Brooding/reflective EB Impatient/irritable
hostile, 1-2 (or even 1-3) is negative—and 5-6 (or BC Callous/insensitive EC Lighthearted/lively
even 4-6) is positive if they’re probably friendly. BD Candid/blunt ED Merry/cheerful
You can also roll for their subject of interest: If BE Careful/cautious EE Opinionated/cocky
the NPC starts the conversation, they will discuss BF Caring/worrier EF Passionate/ardent
this subject—and if you initiate the conversation, CA Cold/calculating FA Relaxed/calm
they’ll try to incorporate it into the discussion. CB Condescending FB Self-absorbed
If desired, you can also roll for the character’s CC Conservative FC Skeptical/doubtful
general demeanor and speech/mannerisms, then CD Cynical/sarcastic FD Stoic/apathetic
incorporate those into the narrative as well. CE Daring/impulsive FE Thoughtful/discrete
CF Disagreeable/rude FF Wary/vigilant

NEGATIVE ATTITUDE
SUBJECT OF INTEREST SPEECH/MANNERISMS
The character’s general attitude involves...
A Accusations/insults D Mocking/taunts Interpret within the context of the setting... Interpret within the context of the setting...
B Boasts/bluster E Threats/intimidation AA Animal/pet DA Local news/gossip AA 1000 yard stare DA Mumbles/slurs
C Demands/bullying F Yelling/ranting AB Assault/invasion DB Murder/death AB Always interrupts DB Often clears throat
AC Behavior/sin DC Mystery/secret AC Avoids eye contact DC Picks nose/teeth
AD Brawl/battle/duel DD Person/faction AD Bites lip/nails DD Plays with hair
NEUTRAL ATTITUDE AE Celebrity/luminary DE Personal agenda AE Breathes loudly DE Rubs eyes/mouth
AF Children/relatives DF Physique/beauty AF Chain smoker DF Scratches a lot
The character’s general attitude involves... BA Clue/rumor/story EA Private matters BA Chews gum/leaves EA Slouching posture
A Boredom/distraction D Politeness/civility BB Courage/heroism EB Profession/vocation BB Constant snacking EB Speaks quietly
B Inquisitive/nosy E Preaching/insistence BC Disaster/accident EC Quest/adventure BC Cracks knuckles EC Strokes chin/beard
C Joking/teasing F Teaching/explaining BD Discovery/creation ED Recent event BD Darting eyes ED Stutters/pauses
BE Disease/sickness EE Relationship/love BE Drinks excessively EE Talks/laughs loudly
BF Family/heritage EF Religion/faith BF Drums fingers EF Taps foot
POSITIVE ATTITUDE CA Festival/party FA Resources/property CA Fiddles/fidgets FA Touches/traces scar
CB Geography/place FB Skill/talent/aptitude CB Folded arms FB Tilts head & frowns
The character’s general attitude involves... CC History/past FC Status/reputation CC Gestures wildly FC Tugs ear/clothing
A Assistance/guidance D Flirting/flattering CD Intellect/wits FD Theft/robbery CD Giggles/chuckles FD Twists jewelry
B Beseeching/groveling E Praising/admiring CE Item/equipment FE Wealth/treasure CE Hands in pockets FE Unusual accent
C Entertaining/regaling F Sympathizing CF Knowledge/study FF Weather/climate CF Hums/whistles FF Whispers/rasps
CHARACTER NAMES FICTIONAL NAMES
There are many ways to choose names for NPCs.
The quickest method is to make them up, but this Roll twice and combine a prefix and suffix...
can soon become mentally taxing, so some prefer AA And (-aer) DA Mord (-ild)
random name generators. There are loads of free AB Barth (-ak) DB Ness (-in)
ones online, or you can search for popular names AC Cart (-alis) DC Nol (-ion)
by country and create your own custom tables. AD Cyn (-ard) DD Ord (-ique)
AE Dar (-as) DE Port (-ith)
NAME GENERATOR AF Denn (-astin) DF Quint (-obund)
The name generator provided here is designed to BA Eld (-ed) EA Rabb (-ock)
fit most Tricube Tales micro-settings, so the real- BB Fill (-egar) EB Roth (-on)
world names are primarily North American; roll BC Gal (-en) EC Sard (-ond)
for a forename and surname and look them up on BD Gor (-ent) ED Sim (-op)
the appropriate table. Each of the entries has two BE Haeth (-er) EE Tann (-orish)
names—the first name is Anglo-American, while BF Hord (-eray) EF Thelm (-uis)
the second is Hispanic-American. CA Izz (-esia) FA Ulin (-uli)
The fictional name table is intended for fantasy CB Jaer (-ey) FB Venc (-un)
settings but may also suit science fiction or even CC Kyn (-ia) FC Vepp (-unak)
horror (e.g., for demon names). Roll twice on the CD Lok (-ian) FD Wald (-ustin)
table, combining a prefix and suffix to determine CE Lyth (-iek) FE Wern (-utier)
the character’s name (e.g., AA FF is “Andyn”). CF Mag (-ig) FF Zar (-yn)

MALE FORENAMES FEMALE FORENAMES SURNAMES


Roll and pick one of the two forenames... Roll and pick one of the two forenames... Roll and pick one of the two surnames...
AA Adam/Alonso DA Jeffrey/Jose AA Alice/Abigail DA Julia/Julieta AA Allen/Aguilar DA Lee/López
AB Anthony/Andrés DB Jonathan/Leonardo AB Amy/Adriana DB Karen/Lola AB Anderson/Alvarado DB Little/Madrigal
AC Benjamin/Antonio DC Joseph/Lorenzo AC Anna/Alicia DC Katie/Luciana AC Baker/Barrios DC Mason/Magaña
AD Brian/Benicio DD Kevin/Luca AD Barbara/Amelia DD Kimberly/Luna AD Campbell/Burgos DD Miller/Martínez
AE Charles/Bruno DE Matthew/Luciano AE Bethany/Aurora DE Laura/María AE Clark/Calderón DE Moore/Morales
AF Craig/Carlos DF Michael/Manuel AF Carol/Catalina DF Lisa/Martina AF Cook/Castillo DF Nelson/Paredes
BA Daniel/Diego EA Paul/Marco BA Catherine/Chloe EA Louise/Miranda BA Davis/Cruz EA Parker/Pérez
BB David/Eduardo EB Phillip/Mateo BB Christine/Clara EB Margaret/Natalia BB Evans/Díaz EB Price/Portillo
BC Edward/Elías EC Raymond/Mauricio BC Deborah/Claudia EC Michelle/Nicole BC Ford/Estrada EC Robinson/Reyes
BD Eric/Emiliano ED Robert/Miguel BD Diana/Daniela ED Pamela/Olivia BD Foster/Fernández ED Rogers/Rivera
BE Frank/Emmanuel EE Shane/Pablo BE Dorothy/Danna EE Patricia/Penélope BE Gibson/Flores EE Ross/Rodriguez
BF Gary/Enzo EF Stephen/Pedro BF Elizabeth/Delfina EF Rachel/Rafaela BF Green/Garcia EF Scott/Rojas
CA George/Felipe FA Thomas/Rafael CA Emily/Elena FA Rebecca/Regina CA Harris/Gómez FA Smith/Romero
CB Gregory/Fernando FB Timothy/Rodrigo CB Gail/Elisa FB Ruth/Sofía CB Hill/González FB Taylor/Salas
CC Harold/Francisco FC Todd/Santino CC Grace/Francesca FC Samantha/Valentina CC Jackson/Guerra FC Thompson/Sanchez
CD Howard/Franco FD Walter/Sergio CD Helen/Gabriela FD Sarah/Violeta CD Johnson/Gutiérrez FD Watson/Santiago
CE James/Ismael FE Wayne/Simón CE Jennifer/Isabella FE Susan/Ximena CE Jones/Hernández FE Wilson/Torres
CF Jason/Jorge FF William/Tadeo CF Jessica/Josefa FF Tiffany/Zoe CF Kelly/Jiménez FF Young/Vargas
ARCANE ITEMS & SPELLS ARCANE ITEMS
Tricube Tales treats equipment as a narrative tool
to justify a character’s capabilities, and the player The item has the following form...
must usually “buy” magic items as perks in order AA Amulet/necklace DA Leather/light armor
to use them fully. But if magic items are common AB Axe/machete DB Mace/club/hammer
in your setting, treat them as free perks, and give AC Belt/girdle DC Manual/tome
them a narrowly defined scope (so that they don’t AD Boots/shoes DD Metal/heavy armor
overshadow the “real” perks). AE Bottle/flask DE Polearm/lance
To create a magic item, roll for an Arcane Item AF Bow/rifle DF Potion/oil/dust
and its Item Feature. For weapons or armor, roll BA Bracers/bracelet EA Quiver/bandolier
for their offensive or protective Power Trapping. BB Cloak/cape EB Ring/band
Other items have an Arcane Spell which they can BC Crossbow/shotgun EC Robe/vest/shirt
cast with a Power Trapping—name the spell, and BD Dagger/knife ED Scroll
briefly describe what it does (and its limitation). BE Figurine/statuette EE Shield/buckler
BF Flail/whip EF Single arrow/bolt
CA Gem/crystal FA Skull/deck/cube
ARCANE SPELLS CB Gloves/gauntlets FB Sling/pistol
CC Goggles/mask FC Spear/trident
The spell allows the caster to... CD Hat/helm/circlet FD Staff/scepter
AA Animate minion DA Entangle/entrap CE Haversack/bag FE Sword/blade
AB Aura/armor DB Fly/surf/levitate CF Horn/flute/harp FF Wand/rod
AC Barrier/wall DC Forcefield/shield
AD Blind/deafen DD Heal/repair
AE Bolt/ball/blast DE Illusion/deceive POWER TRAPPINGS ITEM FEATURES
AF Communicate DF Protect/adapt
BA Conceal/obscure EA Ray/beam/arc The spell/item uses or has power over... The item has this distinctive feature...
BB Cone/fan/spray EB Reduce/shrink AA Acid/magma DA Insects/bugs AA Adamantine/tough DA Invokes anger/rage
BC Control/charm EC Repel/deflect AB Air/wind/gas DB Life/vitality/health AB Animal motif DB Light/balanced
BD Create/restore ED Reveal/identify AC Animal/beast DC Light/sunlight AC Animated/living DC Mundane form
BE Destroy/weaken EE Shapeshift/mutate AD Birds/airborne DD Metal/mineral AD Bane (specify foe) DD Mystical glow
BF Detect/sense EF Sphere/globe AE Blades/spikes DE Mind/thought AE Beautiful/artistic DE Notched/tattered
CA Dispel/Banish FA Stun/confuse/fear AF Blood/ichor DF Plant/wood/bark AF Blood drinker DF Odd smell/sounds
CB Divination/scry FB Summon/conjure BA Body/flesh/muscle EA Poison/venom BA Crudely fashioned EA Ornate/decorative
CC Drain/absorb FC Teleport/stride BB Bone/chitin EB Shadow/gloom BB Distinctive emblem EB Radiates energy
CD Enchant/imbue FD Touch/strike/smite BC Darkness/void EC Smoke/fog/mist BC Distorts light EC Sentient/speaks
CE Endure/resist FE Transmute/shape BD Death/undead ED Sonic/sound BD Emits a faint hum ED Soul devourer
CF Enhance/enlarge FF Ward/symbol/trap BE Earth/clay EE Soul/spirit/ghost BE Engraved/runic EE Spectral/ethereal
With the following limitation/drawback... BF Feeling/emotion EF Space/cosmic BF Gem-encrusted EF Strange feeling
A Causes collateral/environmental damage CA Fire/heat FA Stone/rock/sand CA Heavy/awkward FA Tarnished/rotten
B Drains caster resolve instead of costing karma CB Fish/aquatic FB Tentacles/monster CB Holy/blessed FB Unholy/demonic
C Requires a focus, raw material, or components CC Force/kinetic FC Thunder/lightning CC Horrific visage FC Unique appearance
D Only directly targets the caster and their gear CD Gravity/pressure FD Time/entropy CD Hot/cold sensation FD Valuable material
E Ritualistic and requires a few minutes to cast CE Human/creature FE Water/liquid CE Inspires dread FE Vorpal/keen-edged
F Requires gestures and/or incantations CF Ice/cold FF Weather/storm CF Intricate/detailed FF Weird/alien design
DESCRIPTIVE TAGS PERSON TAG TABLE LOCATION TAG TABLE
If you want to add flavor to people and locations,
use the appropriate Tag table for inspiration. You Interpret within the context of the setting... Interpret within the context of the setting...
can even roll multiple times; if this should lead to AA Arrogant/proud DA Injured/sick AA Abandoned DA Large/sprawling
contradictory results, treat one as external and the AB Attractive/seductive DB Intoxicated/crazy AB Barricaded/locked DB Modernized
other as internal—for example, an attractive noble AC Brutal/violent DC Lazy/apathetic AC Cheap/slipshod DC Mysterious/strange
might have an ugly personality, while a decrepit- AD Caring/protective DD Loud/unsubtle AD Clean/tidy DD New/renovated
looking old house could have a modernized and AE Charming/suave DE Muscular/strong AE Cool/cold/drafty DE Old/decrepit
extravagantly decorated interior. AF Clever/cunning DF Nosy/prying AF Crowded/cluttered DF Old-fashioned
BA Clumsy/inept EA Overconfident BA Damaged EA Overwhelming
VISUALIZATION BB Cowardly/timid EB Paranoid/cautious BB Damp/flooded EB Polluted/toxic
Tags cover motivation and personality, but if you BC Creepy/weird EC Pious/righteous BC Demolished EC Prominent
need help envisioning the NPC’s appearance and BD Cruel/ruthless ED Quick/nimble BD Dirty/messy ED Scorched/burning
mannerisms, imagine your game is a movie, and BE Envious/suspicious EE Selfish/vain BE Empty/looted EE Secure/guarded
think about which actors you would cast in each BF Friendly/affable EF Smelly/filthy BF Exposed/open EF Small/cramped
role. Write down your NPC’s name, followed by CA Greedy/impatient FA Sneaky/devious CA Forbidden/closed FA Spooky/creepy
their actor’s name in brackets. CB Gullible/foolish FB Squeamish/fussy CB Fortified/reinforced FB Unassuming
You can do the same with places. If a region or CC Helpful/supportive FC Stubborn/resolute CC Functional/spartan FC Underwhelming
building reminds you of somewhere in a photo or CD Hostile/aggressive FD Treacherous/tricky CD Gloomy/unlit FD Vandalized
movie (or perhaps your hometown), make a note CE Humble/shy FE Ugly/monstrous CE Imposing/lavish FE Warm/hot
of it, and visualize the place when you’re playing. CF Ignorant/oblivious FF Unfriendly/rude CF Infested/overrun FF Well-stocked

GENERIC TWIST TABLES


These solo rules are designed to be paired with one of the Tricube Tales one-page settings, each of which offers a Twist table on the back page. If you’re using
your own setting instead, you will either need to borrow a Twist table from another setting, design your own, or use one of the generic Twist tables below.
For inspiration, roll two dice on a Twist table and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example, A F on
the fantasy table might indicate someone is scrying on you, or that you need to undertake some reconnaissance, while B D on the horror table could mean that
someone has left (or discovered) a fingerprint at a crime scene, and E D on the science fiction table could represent a bright idea or an intelligent foe.

Fantasy Twist Table


AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF

Horror Twist Table


AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF

Science Fiction Twist Table


AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF

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