Playing Cypher Solo: Be Your Own GM

A d20 oracle, scene checks and self-intrusions for one player

Why Cypher Works Alone

The Cypher System Rulebook is written for a GM and a group of players, and it has no solo chapter. But one of Cypher's core ideas makes it a natural fit for solo play: the GM never rolls dice. Every NPC, trap and hazard is just a level from 1 to 10, and you roll against it. Playing alone, you never have to roll for the other side or decide whether a villain's attack lands. You set a number and roll your own d20, exactly as you would at a table.

What's left is the GM's other job: answering questions and throwing in complications. Cypher already has a tool for the second one, the GM intrusion. For the first, you need an oracle.

The One-Person Writers' Room

Earlier parts compared Cypher to improv, where the rules support the story instead of slowing it down. Playing solo, you're both the improviser and the audience. The oracle plays the role of your scene partner: it says "yes, and" or "no, but", and you build on whatever it hands you.

What You'll Find in This Part

  • A yes/no oracle built on Cypher's own d20 roll and difficulty steps, with exact odds
  • Scene checks and self-intrusions that keep the story surprising
  • How to run NPCs, combat and cyphers when you're also the GM
  • A step-by-step routine and a worked example for your first solo session

Your Solo Kit

đź’ˇ Tip: General-purpose GM emulators such as Mythic Game Master Emulator (Word Mill Games) work with Cypher too. This part sticks to an oracle built from Cypher's own d20 roll. For solo play in general, see Ray's Solo RPG Mastery guide.

The d20 Oracle

The oracle works just like a task. Ask a yes/no question you genuinely don't know the answer to, decide how likely "yes" is, and roll a d20 against the matching target. Each step of likelihood is one difficulty step: 3 on the die, or 15%.

Then read the roll:

  • Natural 20 → Yes, and… Yes, plus something extra in your favor, like a major effect.
  • Target +2 or more → Yes.
  • Exactly the target, or 1 over → Yes, but… Yes, with a complication or cost.
  • 1 or 2 under the target → No, but… No, with a consolation or an opening.
  • Further under → No.
  • Natural 1 → No, and… No, and things get worse, just as a natural 1 brings a GM intrusion.

The Odds

Every number on a d20 is equally likely (5%), so these odds are exact:

Likelihood (target)No, and…NoNo, but…Yes, but…YesYes, and…Any yes
Very likely (5+)5%5%10%10%65%5%80%
Likely (8+)5%20%10%10%50%5%65%
Toss-up (11+)5%35%10%10%35%5%50%
Unlikely (14+)5%50%10%10%20%5%35%
Very unlikely (17+)5%65%10%10%5%5%20%

The table mirrors itself: "Likely" is exactly as likely to say yes as "Unlikely" is to say no. A toss-up is a true coin flip. And because the "but" answers sit right next to the target, close calls always bring a twist instead of a flat answer.

🎲 Try the Solo Tools

Ask a question to begin
Pick a likelihood, then press Ask the Oracle.

Session Log

  • Your rolls will appear here.

Running Scenes Solo

A solo session is a chain of scenes. Each one starts with what you expect to happen and ends when its question is answered.

graph TD A[Frame the scene you expect] --> B{Scene check} B -->|As expected| C[Play the scene] B -->|Altered| D[Change one detail<br/>then play] B -->|Interrupted| E[Something else happens<br/>use a random spark] D --> C E --> C C --> F[Ask the oracle when unsure] F --> G[Roll tasks against levels] G --> H[Note NPCs, discoveries and threads] H --> A

The Scene Check

Before each scene, decide what you expect to happen, then roll a d20. This is a simple house rule inspired by GM emulators, not a Cypher rule:

Running NPCs and Challenges

This is where Cypher shines for solo play. You never roll for the opposition, so all you have to decide is a number.

Set the Level Before You Roll

Give every NPC, creature, lock and hazard a level from 1 to 10 when it appears, and write it down. The target number is always level Ă— 3, eased or hindered by your skills, assets and Effort as usual. If you can't decide on a level, ask the oracle: "Is this guard a veteran?" Yes might make it level 4, no level 2. Once a level is set, don't change it because a roll went badly.

Let the Oracle Speak for NPCs

Cypher has no reaction table, so use the oracle. Set the likelihood from what the NPC wants and what your character has done: "Does the merchant believe my story?" is Likely if you paid well and Unlikely if you were caught lying. If you try to persuade them, that's a task like any other: roll against their level, eased by your skills and Effort.

Combat

Run fights as written. Roll to attack against each foe's level, and roll Speed defense (or Might or Intellect defense) when they attack you. Track their health and your Pools honestly. To decide what a foe does next, pick the move that fits its goals, or ask the oracle: "Does the beast flee once it's hurt?"

Intrusions, XP and Cyphers with One Player

⚠️ Watch out: The most common solo mistake is never intruding on yourself. If nothing ever goes wrong unless the dice force it, your story will feel flat. Take the complication and the XP.

Building a Character for Solo Play

🛠️ How To: Your First Solo Session

  1. Make one character, or pick one from the Character Library.
  2. Write a one-line problem. "Someone is stealing relics from the old ruins." That's the session's question.
  3. Frame the opening scene. Where are you, what do you want right now, and what's in the way?
  4. Roll a scene check. Adjust the scene if it's altered or interrupted.
  5. Play. Give everything a level, roll tasks against it, ask the oracle about everything you don't know, and intrude on yourself when the story needs a twist.
  6. Close the scene when its question is answered. Note new NPCs, discoveries and open questions.
  7. Repeat until the problem is solved or you reach a good cliffhanger. Then award XP for discoveries and write a short journal entry.

Example of Play

Whisper Nightshade, from the Character Library, is "a Stealthy Explorer who Explores Dark Places". For this example, she's trained in sneaking and in searching ruins, and she has a Speed Edge of 1. She's looking for whoever is looting the old ruins.

Scene: Whisper expects to slip into the ruins at night. Scene check: 5, Altered. She decides the entrance has a fresh campfire beside it: someone is already here.

Question: "Is anyone awake at the camp?" It's late, so it's Unlikely (14+). Roll: 13, one under the target: No, but… Everyone is asleep, but a tethered hound lifts its head.

Task: The hound is level 2, so sneaking past is difficulty 2. Whisper is trained in sneaking, which eases it to difficulty 1: a target of 3. She rolls 11 and slips past without spending any Effort.

Intrusion: Inside, the scene feels too easy, so Whisper intrudes on herself: the floor of the old hall gives way beneath her. She accepts and takes 1 XP. Catching herself is a difficulty 4 Speed task (target 12), eased to 3 because she's trained in moving through ruins (target 9). She applies one level of Effort to ease it to 2 (target 6), which costs 3 Speed minus her Edge of 1, so 2 Speed. She rolls a 7 and hangs on to the edge.

Discovery: Below the broken floor is a sealed chamber nobody has opened in centuries. That's a discovery, so she awards herself 1 XP and starts the next scene there.

Common Questions

Isn't it boring to know everything already?

You won't. The oracle, scene checks and intrusions answer the questions you'd normally leave to a GM, so you discover the story as you play. Only decide what you would decide as a player.

What if the oracle gives an answer that makes no sense?

Reinterpret it before you roll again. A "yes" that seems impossible often hides a twist. If it truly breaks the story, treat it as a "but" answer or ask a smaller question.

Should I play one character or a whole party?

Start with one, perhaps with a companion. Cypher is light enough to run two or three characters, but each one adds Pools, cyphers and XP to track.

How do I avoid fudging for my character?

Set levels before you roll, roll in the open (even if only you can see), track your Pools honestly, and intrude on yourself when the story needs it. When in doubt, ask the oracle rather than choosing.

Key Takeaways

đź““ Journal Prompts

After your first solo session, jot down:

  • Which oracle answer surprised you most, and what did it change?
  • When did you intrude on yourself, and was it the right moment?
  • Were any levels too easy or too hard?
  • What discoveries and open threads do you want to follow next time?

Where to Go Next

That's the last numbered part. The guide continues with its tools: the Digital Toolkit for task rolls and random cyphers, and the Character Library for a ready-made hero to take on your first solo adventure.