► Gamer of the North — Solo Wargame RPG
RIVEN
Core Rules v0.1  |  A solo-first narrative wargame for 1–3 models
► What Is This

Overview

RIVEN is a solo-first narrative wargame for 1–3 models. You play a small warband (or a single hero) through procedurally generated missions, dungeon crawls, and campaigns — no GM required.

It uses a two-tier dice engine: a d6 activation pool (borrowed from Song of Blades and Heroes) that creates meaningful risk with every model activation, and a 2d6 test engine (in the tradition of World of Dungeons and Ironsworn) that produces narrative outcomes — not just pass/fail.

The same rules run two settings: low-magic iron-age fantasy and hard sci-fi exploration. Same stats, same tables, different flavour overlay.

What you need 1–12 regular d6 dice (3+ recommended). 1–3 miniatures, tokens, or drawn models. A flat surface. A notebook. Optional: printed terrain tiles for the dungeon module.
► Characters

Attributes

Each model has four attributes rated 1–5 and a Mettle tier. Starting heroes distribute 9 points across the four attributes (no attribute above 4 at creation).

Might
Melee combat, brute force, physical feats
Agility
Ranged combat, speed, evasion, stealth
Wit
Cunning, perception, traps, social, mental resistance, morale
Power (Arcana / Tech)
Magic or technology — setting determines the label, mechanics are identical

Mettle Tier

Mettle is not rolled as an attribute. It is an assigned tier that determines how reliably a model activates. Higher-quality models have lower Mettle thresholds.

2+
Elite
Only fails activation on a 1. Veterans, champions, specialists.
3+
Standard
Fails on 1 or 2. Experienced fighters, seasoned crew.
4+
Unreliable
Fails on 1–3. Rookies, conscripts, reluctant allies.
Point Buy Note Mettle 2+ models cost significantly more points than Mettle 4+. A 3-model elite warband behaves very differently to a 3-model rabble — that's the design. Full point-buy rules are in the Warband Builder supplement.
► Mechanics

The Two Dice Systems

RIVEN uses two distinct dice systems for two distinct purposes. Learn them both on Day 1 — they are both simple.

1. Activation — d6 Pool

Before activating a model, choose to roll 1, 2, or 3 d6 dice. Roll each die independently against that model's Mettle threshold. A die that meets or beats the threshold is a success; a die below it is a failure.

ResultActionsTurn
0 successes No actions Passes to opponent immediately
1 success + any failures 1 action Passes to opponent after
1 success, no failures 1 action Activate another model or pass
2 successes 2 actions Activate another model or pass
3 successes 3 actions Activate another model or pass
The Key Decision Rolling 3 dice risks losing the turn entirely if you get 2+ failures — but rewards you with up to 3 actions if they all succeed. A 3+ Mettle model rolling 3 dice has a ~57% chance of keeping the turn and a ~12% chance of losing it outright. Know your odds.

Turns alternate between you and your opponent. In solo play, the Enemy Oracle governs how enemy models activate (see the Oracle module).

2. Tests — 2d6 + Attribute

Whenever the outcome of an action is uncertain — attacking, climbing, persuading, casting, hacking — roll 2d6 + the relevant attribute against a target number (TN).

Roll (2d6 + Attribute)ResultMeaning
2–5 Miss Fail with a complication. Something gets worse. Consult the Complication Oracle.
6–8 Partial Success, but at a cost. You do it — but something else goes wrong.
9–11 Hit Clean success. You do it, no cost.
12+ Critical Exceptional outcome. +1 Momentum token to the warband pool.

Target Numbers

DifficultyTNWhen to use
Easy6Routine actions under mild pressure
Standard8Default for most tests in dangerous situations
Hard10Challenging conditions or skilled opposition
Brutal12Near-impossible; reserved for pivotal moments
Special Rolls Snake eyes (both dice show 1): Always a Miss, regardless of modifiers. Also roll immediately on the Random Events table.

Double 6 (both dice show 6): Always a Critical, regardless of modifiers.
► Combat

Actions

Each success in the activation roll grants one action. Choose from the list below. A model may take the same action multiple times if it earns multiple actions.

Melee Combat

When two models are in base contact and melee occurs, both roll 2d6 + Might simultaneously. Neither side is passive.

OutcomeEffect
TieParry — nothing happens. Both hold their ground.
Win by 1–4Opponent recoils 2" directly away. May trigger a Morale test.
Win by 5+Opponent takes 1 wound.
Winner doubles loser's totalCritical hit — 1 wound and the loser gains the Dazed condition.

Outnumbered: -1 to your roll per additional enemy in base contact beyond the first.
Charging: +2 to the first strike only (the Charge action bonus).

Ranged Combat

The attacker rolls 2d6 + Agility vs the target's Evasion TN.

CoverEvasion TN
No cover8
Soft cover (foliage, partial)10
Hard cover (walls, stone)12
ResultEffect
MissShot goes wide. Roll Complication Oracle.
Partial1 wound, but attacker loses cover or exposes position.
Hit1 wound.
Critical1 wound and the target is pushed back 3".

Cannot shoot into melee unless the shooter is adjacent to a friendly model in that melee.

Going Down

A model reduced to 0 wounds is Down — not dead. It cannot activate. At the end of each of its turns, roll 1 activation die vs its Mettle threshold. Failure = the model is Out (removed from the battle).

An ally within 3" may spend 1 action to stabilise a Down model, stopping the Out rolls. The model remains Down but stable.

► Morale

Morale

Failed morale is not abstract. It causes a model to physically move toward the nearest table edge. This creates real tactical cascades — panicking troops may flee into the open, pull away from objectives, or fall off the board entirely.

Morale triggers:

Morale test: Roll 1 activation die vs the model's Mettle threshold. On a failure, the model moves d6+3" directly toward the nearest table edge. If it reaches the edge, it is removed.

Lone Model Rule A model that is the last remaining member of its warband never tests Morale. There is no one left to flee to.
► Resources

Momentum

Momentum is a shared pool of tokens for the whole warband (or a personal pool in solo hero mode). It represents building advantage, narrative flow, and the warband pressing their edge.

GenerateSpend
Any 2d6 test results in a Critical (+1) Reroll one die before resolving a test
Complete a mission objective (+1) Boost a result one tier (Miss → Partial, Partial → Hit)
A model uses the Focus action (+1) Give another model a bonus action this round
Certain Talents (listed on the Talent) Activate abilities with a Momentum cost

Strain

Strain is individual to each model. It represents physical and mental pressure. Each model's Strain track maximum equals Wit × 2.

Using Strain: Spend 2 Strain to convert one Miss into a Partial result (once per test).

Exceeding the maximum: When a model's Strain exceeds its track, it gains one of the following Conditions:

Rattled -1 to all Wit tests until treated or rested
Impaired -1 to all Might and Agility tests until treated or rested
Broken Must pass Wit TN 8 to activate at all. Serious. Requires rest between missions to clear.

The Rest action removes 4 Strain (no movement, no attack that activation).

► Quick Reference

Activation Roll

Roll 1–3 d6 vs Mettle threshold

0 successes = pass turn

1 success + failures = 1 action, pass turn

1 success, clean = 1 action, continue

2 successes = 2 actions, continue

3 successes = 3 actions, continue

2d6 Test Results

2–5 = Miss + complication

6–8 = Partial — success with cost

9–11 = Hit — clean success

12+ = Critical — exceptional + Momentum

Melee Outcomes

Tie = Parry, nothing

Win 1–4 = recoil 2"

Win 5+ = 1 wound

Double = 1 wound + Dazed

Target Numbers

Easy = TN 6

Standard = TN 8

Hard = TN 10

Brutal = TN 12

RIVEN v0.1 — Core Rules  |  gamerofthenorth.com  |  Free to use and share