TEXT: Playing FU solo or GMless 
  v. 05/29/12 
  1) Choose a setting 
  2) Chose a starting situation 
  3) Make up one or more characters that work with the situation using the regular FU rules 
  4) Come up with an opening scene 
  5) Roll to see if you need to change the scene 
  When proposing a new scene, roll 1d6. 
  1 = alter the scene you initially thought of 
  2-5 = play out the scene you initially thought of 
  6 = interrupt the scene you initially thought of with an unrelated scene 
  6) Play out the scene using the FU rules.  If you need to come up with a random event, use the procedure below 
  also see Fate Tables below). 
  7) Once you have played out the scene, come up with a new scene based on the outcome of the last scene. 
  8) Repeat steps 5-7 as needed. 
   
   
  
  Fate Tables 
  Ask a yes or no question. 
  Determine whether the odds are even (50/50) of a yes or no answer, or if one answer (yes or no) is more likely than the 
  other. 
  Check for Chaos – roll 1d6, 1 = add a penalty die, 2-5 = no change, 6 = add a bonus die to the next roll. If Chaos gives you 
  a bonus or penalty, add it to the dice shown in the table below.  If you end up with any bonus dice, take a positive result, 
  if any penalty dice, a negative result. 
  Situation 
  Bonus/Penalty 
  Result 
  Almost Certain 
  +3 bonus dice 
  Take best, most favorable, or most 
  positive result 
  Very Likely 
  +2 bonus dice 
  Likely 
  +1 bonus die 
  50/50 
  No bonus or penalty 
  Take result from die roll 
  Unlikely 
  +1 penalty die 
  Take worst, most unfavorable, or 
  negative result 
  Very Unlikely 
  +2 penalty dice 
  No Way! 
  +3 penalty dice 
   
  Random Events 
  If you need some random inspiration, roll once for a focus, action, and subject on the tables below, then interpret the 
  results in light of the current context of the adventure. 
  Focus Table 1 (roll 2d6) 
  Roll 
  Focus 
  2 
  Resolve a PC Goal 
  3 
  Color 
  4 
  Remote Event 
  5 
  Advance a PC Goal 
  6 
  Introduce a New NPC 
  7 
  NPC Takes Action 
  8 
  Hinder a PC Goal 
  9 
  Affect a PC Positively 
  10 
  Affect an PC Negatively 
  11 
  Affect a NPC Positively 
  12 
  Affect a NPC Negatively 
   
   
   
  
  Action tables 
  Roll 3d6 of different colors.  Designate 1 as the “table” die, 1 as the 10’s digit, and 1 as the 1’s digit. 
  Table die – 1-2 = roll on table 1, 3-4 = roll on table 2, 5-6 = roll on able 3 
  Action Table 1 
  Roll 
  Action 
  Roll 
  Action 
  11 
  Abandon 
  41 
  Break 
  12 
  Abuse 
  42 
  Care for 
  13 
  Activate 
  43 
  Carry 
  14 
  Adjourn 
  44 
  Cause to fail 
  15 
  Adopt 
  45 
  Celebrate 
  16 
  Agree 
  46 
  Change 
  21 
  Ambush 
  51 
  Communicate 
  22 
  Antagonize 
  52 
  Control 
  23 
  Arrive 
  53 
  Create 
  24 
  Assist 
  54 
  Debase 
  25 
  Attach 
  55 
  Deceive 
  26 
  Attain 
  56 
  Decrease 
  31 
  Attract 
  61 
  Delay 
  32 
  Avoid 
  62 
  Desert 
  33 
  Befriend 
  63 
  Develop 
  34 
  Bestow 
  64 
  Dislike 
  35 
  Betray 
  65 
  Dispute 
  36 
  Block 
  66 
  Disrupt 
   
  Action Table 2 
  Roll 
  Action 
  Roll 
  Action 
  11 
  Divide 
  41 
  Imprison 
  12 
  Dominate 
  42 
  Increase 
  13 
  Embellish 
  43 
  Inform 
  14 
  Examine 
  44 
  Inquire 
  15 
  Excite 
  45 
  Inspect 
  16 
  Expose 
  46 
  Judge 
  21 
  Express 
  51 
  Kill 
  22 
  Fight 
  52 
  Lack tolerance for 
  23 
  Frustrate 
  53 
  Lie 
  24 
  Gratify 
  54 
  Lose 
  25 
  Guide 
  55 
  Love 
  26 
  Haggle 
  56 
  Mistrust 
  31 
  Harm 
  61 
  Move 
  32 
  Heal 
  62 
  Neglect 
  33 
  Help 
  63 
  Open 
  34 
  Hinder 
  64 
  Oppose 
  35 
  Ignore 
  65 
  Oppress 
  36 
  Imitate 
  66 
  Overindulge 
  
  Action Table 3 
  Roll 
  Action 
  Roll 
  Action 
  11 
  Overthrow 
  41 
  Separate 
  12 
  Persecute 
  42 
  Spy 
  13 
  Postpone 
  43 
  Start 
  14 
  Praise 
  44 
  Stop 
  15 
  Proceed 
  45 
  Struggle 
  16 
  Procrastinate 
  46 
  Take 
  21 
  Propose 
  51 
  Take vengeance 
  22 
  Punish 
  52 
  Transform 
  23 
  Pursue 
  53 
  Travel 
  24 
  Recruit 
  54 
  Trick 
  25 
  Refuse 
  55 
  Triumph 
  26 
  Reject 
  56 
  Truce 
  31 
  Release 
  61 
  Trust 
  32 
  Return 
  62 
  Undermine 
  33 
  Reveal 
  63 
  Usurp 
  34 
  Revise 
  64 
  Violate 
  35 
  Ruin 
  65 
  Waste 
  36 
  Save 
  66 
  Work 
   
   
   
   
  
  Subject Tables 
  Roll 3d6 of different colors.  Designate 1 as the “table” die, 1 as the 10’s digit, and 1 as the 1’s digit. 
  Table die – 1-2 = roll on table 1, 3-4 = roll on table 2, 5-6 = roll on able 3 
  Subject Table 1 
  Roll 
  Subject 
  Roll 
  Subject 
  11 
  A Burden 
  41 
  Business 
  12 
  A Path 
  42 
  Competition 
  13 
  A Plot 
  43 
  Danger 
  14 
  A Project 
  44 
  Death 
  15 
  A Relationship 
  45 
  Dispute 
  16 
  A Representative 
  46 
  Disruption 
  21 
  A Surprise 
  51 
  Dreams 
  22 
  Adversities 
  52 
  Elements 
  23 
  Advice 
  53 
  Emotions 
  24 
  Allies 
  54 
  Enemies 
  25 
  Ambush 
  55 
  Energy 
  26 
  Anger 
  56 
  Environment 
  31 
  Animals 
  61 
  Equality 
  32 
  Art 
  62 
  Evil 
  33 
  Attention 
  63 
  Expectations 
  34 
  Balance 
  64 
  Exterior Factors 
  35 
  Benefits 
  65 
  Extravagance 
  36 
  Bureaucracy 
  66 
  Failure 
   
  Subject Table 2 
  Roll 
  Subject 
  Roll 
  Subject 
  11 
  Fame 
  41 
  Leadership 
  12 
  Fears 
  42 
  Legal Matters 
  13 
  Food 
  43 
  Liberty 
  14 
  Friendship 
  44 
  Lies 
  15 
  Goals 
  45 
  Love 
  16 
  Good 
  46 
  Magic 
  21 
  History 
  51 
  Masses 
  22 
  Home 
  52 
  Messages 
  23 
  Hope 
  53 
  Military 
  24 
  Illness 
  54 
  Misfortune 
  25 
  Illusions 
  55 
  Misinformation 
  26 
  Information 
  56 
  Nature 
  31 
  Inside 
  61 
  New Ideas 
  32 
  Intrigues 
  62 
  News 
  33 
  Investment 
  63 
  Opposition 
  34 
  Jealousy 
  64 
  Opulence 
  35 
  Joy 
  65 
  Outside 
  36 
  Knowledge 
  66 
  Pain 
   
  
   
  Subject Table 3 
  Roll 
  Subject 
  Roll 
  Subject 
  11 
  Peace 
  41 
  Tension 
  12 
  Plans 
  42 
  The Innocent 
  13 
  Pleasures 
  43 
  The Intellectual 
  14 
  Politics 
  44 
  The Mundane 
  15 
  Portals 
  45 
  The Physical 
  16 
  Possessions 
  46 
  The Public 
  21 
  Power 
  51 
  The Spiritual 
  22 
  Prison 
  52 
  Tools 
  23 
  Randomness 
  53 
  Travel 
  24 
  Reality 
  54 
  Trials 
  25 
  Riches 
  55 
  Vehicle 
  26 
  Rumor 
  56 
  Victory 
  31 
  Stalemate 
  61 
  War 
  32 
  Status Quo 
  62 
  Weapons 
  33 
  Success 
  63 
  Weather 
  34 
  Suffering 
  64 
  Wisdom 
  35 
  Tactics 
  65 
  Wishes 
  36 
  Technology 
  66 
  Wounds 
   
  
SOURCE: textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/FU/FU-Solo-Tables.pdf