TEXT: so1um​0.6 
  Create your hero. 
  Roll 3d6 once each for ​Body​ (​physical prowess & 
  health​), ​Mind​ (​mental capacity & intelligence​), 
  Spirit​ (​spunk & willpower​). Count dice with even #s 
  for each stat. If no even numbers are rolled, the stat 
  equals 1. For Hit Points roll 2d6, count the evens and 
  add this to Body score. Heroes begin with one cliché, 
  roll 2d6, and gain one cliché for each even number 
  rolled. If you wish, determine a past, looks, quirks, etc. 
  Be creative and stuff. 
  Determine goals & the first scene. 
  Figure out why your character is there and where 
  they are in their story.​ ​This is a short description of 
  where our hero is and what's happening. Imagine a 
  starting point for your adventure. Are you s​tealing 
  space station plans? Are you plundering a tomb?  
  Begin asking questions.  
  To begin play, ask a question that has a ​Yes​ or ​No 
  answer, it is important to keep it simple. ​Are guards 
  present? Do I encounter a trap? ​For each question, 
  roll a d6 and consult the table below. If the hero has 
  an applicable cliché or an advantage, roll 2d6 and pick 
  the best result. If the character has a significant 
  disadvantage, roll 2d6 and use the worst result. 
  1- ​No, And
  4-​Yes, But 
  2- ​No
  5-​Yes 
  3- ​No, But
  6-​Yes, And 
  And & But Results. 
  And​ ​amplifies, while ​But​ ​mitigates. ​No, And​ ​means 
  things went really bad. ​No, But​ softens the blow a bit. 
  Yes, But​ is successful but with a drawback. ​Yes,  And 
  is all kinds of awesome.  
      1- Nothing significant happens 
      2- An obstacle or something that aids the hero 
      3- A unique feature or situation 
      4- A unique feature or situation 
      5- NPC (1-3 friendly, 4-5 neutral, 6 not friendly) 
      6- Monster (1 friendly, 2-3 neutral, 4-6 not friendly)  
  Contests.  
  When your character comes into dangerous or risky 
  situations, determine Difficulty (either via narratory 
  license or dice, ​see below​). Use dice equal to Body, 
  Mind, or Spirit for the contest, adding one die to the 
  roll if a cliché is applicable. If ​ONE​ die rolls equal to 
  the Difficulty or higher, you succeed!  
  Determine Difficulty. 
  To randomly determine difficulty of a task, roll a d6: 
  1- ​Automatic
  4- ​Average 
  2- ​Simple
  5- ​Tricky 
  3- ​Easy
  6- ​Hard 
  Resolving Combat. 
  Resolve combat just like contests with each opponent 
  making a single attack. Instead of beating  a difficulty, 
  each side rolls dice equal to applicable stats (adding 
  one die if a cliché applies) and then compares dice 
  rolls.  The ​HIGH ​roll wins. If the die rolls are a tie,the 
  attack is a draw and no damage is caused. 
  Taking/Causing/Healing Damage. 
  If you succeed at a combat check, subtract one HP 
  from the enemy. When taking damage, you may 
  reduce the Body score instead of HP. Any subsequent 
  Body contests use the current score. When Body or 
  HP reach zero, death occurs. Heal HP at a rate one per 
  eight hours of rest, one Body at a rate of one per day. 
  Gear and Loot 
  Useful gear allows you to reroll one die once when 
  performing a task for which the piece of gear was 
  intended. Dice are then compared again to determine 
  the outcome of the contest. Characters can only 
  benefit from one piece of gear,  weapon, or armor per 
  check and are only allowed to reroll one die once per 
  check. Note that in combat it is assumed all are 
  properly armed/armored and this rule would not be 
  applicable.  
  Example clichés. 
  The veteran warrior, Nimble-fingered rogue, Sneaky little 
  bastard, Spellbinder of the elemental flames, Priest of 
  Asaradin, Sticky fingers, Smuggler with a heart of gold 
  Sample Characters: 
  Alessandor the Blade ​ B:2 M:1 S:1  HP:2 ​Cleric of Pastorin, 
  Master of the Duel 
  Byran Spellslinger ​ B:1 M:3 S:2  HP:1 ​Mage of the Forgotten 
  Water Splendids, Adaptus of the Gilded Staff of Dur 
  Sample Monsters: 
  Goblin​  B:1 M:1 S:2  HP:1 ​Sneaky little bastard 
  Beholder ​B:2 M:4 S:3  HP:4 ​Spell-casting eyeballs 
  Owlbear​  B:4 M:1 S:3  HP:5 ​Grapple, Berserk 
  Squidhead​ B:2 M:5 S:4 HP:6 ​Mind control, Illusion magic 
  Troll ​B:4 M:1 S:2  HP:4 ​Regeneration 
  Zombie​  B:1 M:1 S:1  HP:1 ​Silent, Infection 
   
  by matt jackson -  msjx.org 
  licensed under Creative Commons Attribution 4.0 
  inspired by tinysolitarysoldiers.blogspot.com & others 
  many thanks to Carsten, Bruno, Bryan, Josh + Noah​ 
  
SOURCE: textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/So1um/so1um-06.pdf