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The Soloist - an indie RPG newsletter · Sep 11, 2025

🪐 Solo Sessions: Star Borg

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Patrick Buechner · The Soloist - an indie RPG newsletter

Welcome to Solo Sessions, a solo play example from one of the games covered in The Soloist. You can read past Solo Sessions here.

I first encountered Kyle Latino (aka Map Crow) and JP Coovert through their YouTube channels when I was looking to improve my RPG cartography and character illustration skills. In addition to being amazing illustrators, inspirational teachers, and authentic champions of our hobby, they are also game makers.

So when I heard that they were collaborating on Star Borg, a Star Wars-themed hack of Mork Borg, I was immediately excited. At Gen Con 2025 I met JP in person, and he shared with me the four zine-sized books. To my surprise, one of the books was a full solo-play supplement by Perplexing Ruins! I knew I had to give it a try.

The first rolls are on the Bits and Bobs tables. I start with:

  • no Bits (the galactic currency)

  • a Busted Blaster Rifle (D8, bulky, shoddy)

  • a Scarf and Leather Jacket (tier 1, -D2 damage)

  • Binocular w/ Laser Microphone

This gear leads me to choose Bounty Hunter from the 6 included classes. I choose the Tracker skill and roll a 🔥 Flamethrower (D6 damage) as my heirloom weapon and that I have a soft spot for “youthful whippersnappers.”

For Stats I roll: STR +0, AGI +1, PRS -1, KNW +0. I have 3 HP.

I roll my species to be “Lithe Pseudopoid” the game’s Twi’lek and name him Inchil Ladda.

I also opt to adopt a foundling to train as a Bounty Hunter. I roll on the species table and find she is a “Little Ursanid,” Star Borg’s Ewok. I name her BooBoo of course.

On the Damn Fool Idealistic Crusades table I roll:

Villain: Galactic Legion
Goal: Control
Plan: Recruit
Means: Beasts

On the Episode and Missions tables I roll:

Episode: NPC, Cage, Journey, Home
The Mission: Rescue
The Goods: Base
The Spot: Space Ship
The Reward: Bits

My interpretation is that Galactic Legion scientists have discovered that the gelatinous ooze from the rare Anemonoid beast can be converted to a concentrated mind-control toxin. One drop could brainwash an entire planet! The mission is to rescue the caged creature when it is transferred from an NPC’s Space Ship to the legion’s secret laboratory base. Once rescued, I’ll need to journey to its native home.

Star Borg’s solo rules add 3 simple procedures.

  • The Threat Dice is a heat tracker. It starts at 1 and increases with new threats and Blunders (critical fails). When it reaches 6, you increase your Danger Clock.

  • Danger Clocks represent some force that is acting against your character. They can range from 4 to 10 segments. When a Danger Clock fills up, some major consequence occurs.

  • The Mission Tracker marks progress on your mission. These range from Short (4 boxes) to Galaxy Saving (10 boxes).

I set my Threat Dice to 1 and create a 6 box Mission Tracker (Average).

I roll on the Opening Scene table and get: An NPC has betrayed you, the Galactic Legion is on the way.

And now we have enough to get started. Roll the Crawl!

  • We see a crowded bar, with various species talking, drinking, and gambling. Thick coats and enviro suits hang by the door. The bar serves up hot beverages and steaming bowls of the local stew.

  • Cut to Inchil and BooBoo sitting in a booth. A hooded figure has just left the table after shaking Inchil’s hand.

  • Inchil looks at the small data pad. Text describes the mission and we see video footage of a large beast with a cylindrical body and a mouth surrounded by tentacles. “Looks like these rebels need our help again Boo. We could sure use the Bits!”

  • Across the cantina heads turn to reveal a squad of Galactic Legion foot soldiers entering - snow blowing in behind them. A customer points towards Inchil and BooBoo who decide to run quickly to their ship docket at the small spaceport.

I start a 4 segment Danger Clock with the consequence “captured” if it fills up. I determine that the escape is an AGI test. Star Borg’s solo rules keep tests simple. You roll a D20 + Ability Score. 12 and above is a strong hit (things go as planned), 9 - 11 is a weak hit (things are good, but there is a complication), and 8 or below is a fail (things don’t go your way). Inchil passes this test. I also roll a morale check for BooBoo. She passes.
  • They retreat through the kitchen. A tentacled chef with multi-colored stains down its apron is startled, catching something on fire. Inchil smashes the service door open and BooBoo apologizes with a “lub nub.” It’s cold and snowing outside.

I roll a PER test to see if we can find our way through the storm. I pass and check a box on the Mission Tracker (now 1/6) for making it out of the Cantina in one piece. I roll on the Event Oracle to help set the situation at the spaceport and get: Secure, Secret, Repairing, Tracks. I interpret this to mean that the ship is in port for repairs to its landing gear. I ask the Affirmation Oracle if the repairs are complete and get: no.
  • BooBoo grabs Inchil’s hand and leads the way through the blizzard to the underground space dock where their small ship, The Skulljammer, is undergoing repairs to its landing gear. Slow moving mech-droids are welding a long metal ski to the ship’s forward strut. “We’ll never be able to land if we don’t have that pad in place!”

To spice things up I roll on the Scene Shakeup table and get: Ambush. I imagine a squad of Foot Soldiers were waiting for our heroes to show up. I roll for initiative and they start. I increase the Danger Clock to 2. In Star Borg, only player characters roll, so I roll an AGI test and get a natural 20, a crit which offers a positive opportunity. To inspire this, I roll on the Oracle and get: Balance.
  • Before Inchil can yell at the droid boss to wrap things up quickly, a squad of armored Foot Soldiers open fire. Everyone takes cover from the blaster bolts. BooBoo points to a stack of storage units precariously balanced behind the Legion troops. Inchil opens fires with his old blaster, but misses the crates. The Foot Soldiers exchange fire and miss. A second shot from Inchil hits the boxes at just the right angle and they tumble down on the Foot Soldiers.

I ask the Affirmation Table if the soldiers are subdued and get: Extreme Yes.
  • Through the cockpit window we see Inchil pushing buttons and flipping switches to warm up the engines. Booboo straps into the jump seat. POV shift: looking out the cockpit and we see the mechdroids signal with a thumbs-up that their repairs are done. The ship rumbles and lifts off. Cut to a squad of confused Foot Soldiers looking up from outside the spaceport as they see the Skulljammer depart.

The scene is complete. We have escaped the planet and I mark the Mission Tracker (now 2/6) and remove the Danger Clock. Because we are travelling to a new location I roll to see if there in an event. There is! I roll on the Travel table and get: Science, Legionary Troopers.
  • We see the Skulljammer exit with a flash out of hyperspace. In the cockpit, Inchil points to a screen with the outline of a massive star base and text reading Legionary Science Base Bariatric. “There it is Boo, right where the rebels said it would be. That’s the base they’re holding that Anemonoid on.”

  • There are also science ships, fighters, transports and other craft flying in and out of the station.

Inchil is going to see if he can alter his transponder to show up as a civilian transport. This is a KNW test which he passes.
  • Inchil hands the controls to BooBoo telling her to “fly casual” while he makes some modifications to the communications array. Soon the Skulljammer is transmitting that it’s a friendly shuttle transporting lab equipment. BooBoo steers the ship to get in line with others landing at the base. Within moments, the ship is hailed by the base.

I roll on the Affirmation Oracle’s NPC Reaction column and get: Indifferent.
  • A bored voice comes over the comms and states the ship is cleared to land at docking bay 327. BooBoo looks at Inchil nervously, shaking her head with a “Napu Napu.”

  • The ship follows another small transport into the docking bay and lands.

We've infiltrated the station, so I mark the Mission Tracker (now 3/6). We are in enemy territory, so I create a new 6 segment Danger Clock. If it fills, the Legionary troops will find and capture us. I also move the Threat Dice to 2. First I want to know if anyone greets the ship. The Affirmation Oracle says: Yes. I roll a Trader with a reaction of Curious. I also roll on the Event Specifc table and get: PC Negative.
  • Inchil opens the hatch and lowers the cargo ramp. An Anthrosquatch (aka Wookie) with bad teeth approaches the pair. He’s the pilot of the ship they followed in. BooBoo, who speaks ‘Squatch, introduces herself. She learns his name is Nurbahn and he’s arrived with a load of Zurgite Quartz. The curious Nurbahn wants to see what is on the Skulljammer and begins to walk up the ramp.

  • Inchil reaches into BooBoo’s backpack and pulls out a Ursanid Sweetened Meat Snack and offers it as a distraction to Nurbahn.

I roll an NPC reaction and get: Hostile and mark 1 tick on the Danger Clock.
  • Nurbahn roars in disgust and horror! Not only is he a vegetarian, but the Ursanid Sweetened Meat Snack is made from Kragnor Puffballs, an animal revered by the Anthrosquatch. He throws the bar, attracting the attention of some Legionary Foot Soldiers. Inchil activates the system to lock up the ship and attempts to back away from Nurbahn.

Nurhbahn the Anthrosquatch is offended by the offer of the Ursanid Sweetened Meat Snack.
I roll a PRS test and fail. I roll NPC reaction for the Foot Soldiers and get: Hostile. I increase the Danger Clock (now 2/6).
  • We see a group of Troopers fan out around the cargo ramp with blasters drawn. Cut to their leader, a scar-faced sergeant, who barks: “Step away from the ship. Hands where I can see them!”

  • BooBoo, speaking Squatch, tries to ease Nurbahn’s anger, explaining that deescalation is best for all of them and offering a more suitable treat.

I roll a PRS test and fail again. Danger Clock increased to 3. 
  • The enraged Nurbahn howls and lunges at Inchil who grabs BooBoo and ducks under the cargo ramp.

I roll an AGL test and pass. 
  • Nurbahn misses them both. His momentum carries him into the sergeant and two troopers who fall to the ground. In the commotion, Inchil and BooBoo run off into the station.

I mark another box on the Mission Tracker (now 4/6). The solo supplement includes a procedure for creating Dangerous Locations. I roll the station's size as Small with 4 Zones + the final Objective Zone. Whenever a new Zone is entered, a roll is made to determine its purpose and if there is an Obstacle. I roll Power and No Obstacle.
  • Inchil and BooBoo have escaped the Troopers who seem more concerned with the Anthrosquatch than them. They quickly walk through a pair of massive doors. We cut to a shot showing two rows of Neutronium Batteries, each the size of a house. Arcs of blue electricity course across the ceiling. BooBoo looks in amazement “Yahwah!”

  • As they make it to the other end of the power banks, Inchil sees a screen giving directions to the next Zones: Medical, Armory, and Mess Hall. The smell of freshly baked pastries floats down the corridor leading to the Mess. BooBoo looks in that direction, licks his lips and hungrily groans “manna manna.”

  • “Don’t let your stomach go to your head, Boo. We need to find a computer to locate our target and get the hell out of here. Let’s head to Medical.”

  • The medical suite has only a few sleeping patients. A medical bot is tending to its work and doesn’t register Inchil and BooBoo.

There is no Obstacle. I ask the Affirmation Table if there is a computer terminal that can track down the Anemonoid and get: Yes. I roll a KNW test to see if my computer search works: and it does. Inchil also does a quick Search and finds: Clothing.
  • Inchil toggles on one of the screens. After a few seconds navigating menus and tapping buttons, we see a dot blinking on a diagram on the station. “That’s our target, the laboratory. But the only way to get there is through the Barracks. I have an idea.”

  • We see Inchil grab a set of surgical scrubs hanging in the room. Time cut to Inchil dressed as a Medical Officer pushing BooBoo on a hover-stretcher through doors marked Barracks - Red Authorization Required.

I roll to see if it’s Red. I get: Yes, but.
  • From BooBoo’s POV we see her look at the badge on Inchil’s disguise. It’s red, but as the view pans to the holo-photo, we see a Sucker-lipped Anuran, not a Lithe Pseudopoid.

I’m just assuming there are Troopers in the Barracks. I roll a d10 and get 6. Next I roll their reaction and get: Indifferent. I also roll no obstacle. Our heroes are getting lucky. I mark the Mission Tacker (now 5/6).
  • Inchil casually pushes the stretcher through the Barracks towards the lab entrance on the other side. About a dozen Troopers go about their downtime tasks: polishing armor, brushing teeth, and discussing new weapon models. They take no notice, like this is a common occurence. Inchil reaches the laboratory door, scans the badge, and pushes the stretcher through.

This is the Objective Zone which calls for an automatic Obstacle. I roll: Gas. To add some flavor I roll a Scene Shakeup and get: Beneficial Object and roll on the Event Oracle and get: Weapon, Foul, Disabling. I will assume there are scientists. I roll on NPC Reaction at disadvantage and get: Curious.
  • The doors slide open with a hiss and Inchil pushes BooBoo’s hover-stretcher through. The room is lit by pale green light coming from a massive plastic containment bubble in the center. Inside, the Anemonoid lays strapped to a table, its tentacles curling and uncurling in toxic green gas. Robotic arms hover above the creature.

  • Around the bubble, three scientists adjust consoles, check readouts, and prep the remote-control surgical equipment.

  • At first, they barely notice Inchil and BooBoo. Their focus is on the Anemonoid. One scientist taps a readout and mutters: “Levels stable. Beginning pre-op sequence.” Another adjusts the gas regulators, releasing a fresh plume into the bubble and warns: “Watch it with the laser-scalple, one cut to the containment skin and we’ll all be choking in seconds.” The third glances up at Inchil. She tilt’s her head, eyeing him through their visor. “You’re not on the roster… What are you doing here?”

  • As Inchil weighs his options, his eyes spot a nearby crash cart and sees: emergency breathers and cutting laser.

A Legionary scientist prepares the remote-control surgical equipment.
The plan is for Inchil to grab and put on the breathers, shoot the hose filling the bubble with the gas and use the surgical equipment to cut the Anemonoid’s bonds. The first test AGI to see if they can grab the breather and laser and use it to shoot the hose. I fail the roll, spend a Destiny Point to reroll, and pass. The second test is the shot to hit the hose and it passes with a Strong Hit. The next test in KNW to see if they can figure out how to operate the surigial tools, and I roll a Crit and Mark the mission complete!
  • Inchil lunges for the rack breathers, slapping one over BooBoo’s snout before yanking his own into place. He grabs the laser and uses it to puncture the pressurized hose feeding the bubble. It bursts and a stream of green gas rolls into the room. The scientists stagger, choke, and collapse.

  • Through the haze, the Anemonoid thrashes on the table. Inchil dives onto the control panel. The robotic arms twitch, and then slice through the restraints.

  • Lab klaxons blare and warning lights flash red. Inchil and BooBoo find the portable containment pod the Anemonoid was transported in and move it inside.

  • Cut to the hangar: the Skulljammer lifts off under a hail of confused blaster fire. With engines roaring it clears the bay doors.

  • Cut to hyperspace inside the Skulljammer: Inchil steps out of the cockpit into the small galley. From his POV we see green light from the containment pod flickering across BooBoo’s face as she dozes next to it. The Anemonoid floats inside, its tentacles touching the side of the pod closest to BooBoo.

  • Final shot: stars stretch into streaks as the Skulljammer vanishes into the void with the hunter, the foundling, and the freed creature racing toward its distant home.

The mission complete, BooBoo takes a much needed nap against the Anemonoid’s pod.

Playing Star Borg with Perplexing Ruins’ solo rules was fast and fun. The solo supplement is a toolbox with just a few procedures paired and a bunch of atmospheric tables. One of the smartest changes from the core rules is simplifying tests. That tweak kept the momentum going in my story. The supplement also includes excellent tips for solo play.

My only frustration was having to jump between all the books. That said, I strongly recommend Star Borg if you want to create your own saga in the spirit of A New Hope or The Mandalorian.

Read the original on soloist.substack.com

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