This toolkit is designed to ease the act of rolling against oracles in popular solo roleplaying engines. This toolkit is not designed to circumvent purchasing the accompanying book and reading the source material is required to make full use of these oracles. Please support the creators as the books referenced are well worth the price and are a great source of information and tools. |
Clock
Chaos
Example: 2D6-5+1,4DF+2,D10
D4 • D6 • D8 • D10
D12 • D20 • D100
2D6 • 3D6 • D2 • D3
Fate • Ironsworn
Example: 3DGA+2T+S,DGP
Ability | 1DGA |
Difficulty | 1DGD |
Boost | 1DGB |
Setback | 1DGS |
Challenge | 1DGC |
Proficiency | 1DGP |
Force | 1DGF |
Modifiers:
Success | +1S |
Failure | +1F |
Advantage | +1A |
Threat | +1T |
Example: 3D8RYB,2D6XG+2
R | Red |
G | Green |
B | Blue |
Y | Yellow |
P | Purple |
O | Orange |
X | default |
Only standard dice may be colored.
Search terms are regular expressions.
What this means is that you can search for multiple items at once by separating the terms with a |. For example: alice|rabbit
returns prompts containing either "alice" or "rabbit".
The downside to this is that you have to escape periods, plus signs, dollar signs, and question marks with a backslash. For example:
Who\?
\$20\.00
Bill\+Ted
Search terms are also case insensitive, and leading and trailing spaces are stripped.
Player is the player roll. Opposed is the opposed roll or target number used for evaluating success; this value is optional. Each box takes a list of arguments separated by a space. The arguments are case-insensitive.
Each block of text separated by a space is considered a Pool. Each Pool is composed of arguments that relate only to that Pool. Dice Pools start with a die code (eg. a six-sider would be a 6
, d6
, or 1d6
); any additional arguments follow the die code, in any order, without spaces. Any Pool that doesn't start with a die code is merged into a Master Pool whose arguments are applied to all Dice Pools.
With the exception of Ignore (iX
) and Mods (+X
or -X
), only the first found instance of each argument type in a Pool is used and the rest of that type are ignored. Mods are also unique in that they are collected from all Dice and Master Pools and then the sum is added to the grand total.
When using Counts (c
), the result of that Pool will become the number of successes rather than its total. If the argument is part of the Master Pool, it will count successes across all Dice Pools. When x
is used to explode the die for a cumulative total, the number of successes is assigned to that die and will be taken into account when keeping highest or lowest.
Dice Pools and Master Pool: If we have d6i1 d4 i2
, this will ignore rolls of 1 and 2 from the d6 Pool, but will only ignore rolls of 2 from the d4 Pool. This is because the i2
is part of the Master Pool which applies to both Dice Pools along with instructions to ignore a 1 in the d6 Pool.
Mod Collection: If we have 3d6+2 d6 kh2 +1
, this will roll all 4 dice, keep the highest two, and then it will add +3
to the sum of the two remaining dice.
Count Successes: If we have 4d10 c8_10 x10
which counts success between 8 and 10 and explodes on a 10, and then roll 3 9 8 10+10+7
(one die exploding twice), it will return a count of 4. If we were to add kh2
to keep the two highest, it would keep the rolls of 9
and 10+10+7
for a count of 3.
dX
or NdX
: where N
represents the number of dice to roll and X
represents the size of the die. F can be used for Fate or Fudge dice.
+X
or -X
: where X
represents the value to add/subtract from the total after it's rolled. can also be used to represent a static target number if used without dice. this can be specified multiple times.
kh
or kl
or khX
or klX
: keep highest or lowest roll. if provided, X
represents the number of rolls to keep.
dh
or dl
or dhX
or dlX
: drop highest or lowest roll. if provided, X
represents the number of rolls to drop.
iX
: any rolls matching X
will be ignored and not added to the total. this can be specified multiple times.
rX
or rX_Y
: discard any rolls equal to X
to X
through Y
and roll again. subsequent matches will also be rerolled.
rh
: same as rX
but automatically sets X
to the highest value of each die.
xX
or xX_Y
: rerolls any roll equal to X
to X
through Y
while adding its value to the total. subsequent matches will also be rerolled.
xh
: same as xX
but automatically sets X
to the highest value of each die.
cX
or cX_Y
: counts rolls equal to X
or X
through Y
. for games that count successes rather than dice totals.
cX*N
or cX_Y*N
: same as above but N
specifies the amount of success to count when this roll comes up. this value can also be negative to subtract successes.
>
or <
or >=
or <=
or !=
: determines how the Player and Opposed results are compared. this setting is only allowed in the Opposed box. default is >
.
atleast
: shows chance of rolling at least the result.
atmost
: shows chance of rolling at most the result.
Fate
Player: 4dF+2
Opposed: >= 4dF
Cortex Prime
Player: 6 8 8 10 kh2i1
Opposed: 3d6 kh2i1
Savage Worlds
Player: 6 8 xh kh
Opposed: >= +4
Chronicles of Darkness
Player: 4d10 c8_10 x10 i1
Opposed: >= +1
Powered by the Atom
Player: 2d6 atleast
Ironsworn
Player: d6 +1
Opposed (weak hit): 2d10 kl
Opposed (strong hit): 2d10 kh
Open D6/Star Wars WEG
Player: 4d6 d6x6i1
Opposed: >= +15
Prowlers & Paragons
Player: 12d6 c2c4c6*2
Opposed: >= +6
This section is dedicated to items of chance that are used across all mediums (solo roleplay, standard roleplay, gamebooks, etc).
Roll dice in various sizes. To roll dice, type the desired roll notation into the textbox and click the 'Roll Dice' button. Use the examples given as a guideline as to what is possible.
You can create aliases for common rolls via the Edit Quick Rolls link. Once your settings are saved on the Quick Roll edit menu, they will appear in the Dice Roll menu.
Draw a playing card. A virtual deck is used to accurately represent the probabilities of drawing a card.
Calulate the odds of rolling a number or success.
Because the probabilities are determined by rolling 1,000,000 times rather than being determined through an equation, repeated attempts may have a deviation of up to 0.1.
This section is dedicated to muses, also known as portents, meaning tables, or spark tables. They are methods for generating ideas for scenes or answering questions outside the scope of Yes or No.
Word generators based on a theme. The General theme is generic and can be used for anything, and the Mixed theme combines all of the themes together.
The Story option for the theme is meant to be used alongside The 9Qs Solo RPG Engine, but it's essentially the outline of a three-act story structure.
The total word count for the themes combined currently sits at .
A word generator including only words targeted towards the actions of an actor. The words are not tied to any theme.
Motif tables from Calypso.
Unlike word generators, Calypso's motifs are phrases and statements designed to create a feeling or mental image that you can apply to the context to answer a question.
Tools for generating and retreiving cut up prompts from text.
A cut up is a randomized section of about 4 or 5 words taken from a larger body of text. You can answer questions or set scenes using the verbs and nouns in the text, and the answers will be flavored by the source material.
Similar to Motifs, tarot cards can be used to generate a feeling which you can apply to the context of the situation to get an answer to a question rather than something more concrete like a word generator.
This section is dedicated to generating random events.
Generates a random event.
Generates a narrative twist.
Detrimental results for when a spell fails you.
Dilemmas for when you need to come up with consequence.
The results are designed to be used with City of Mist, but can be easily applied to any system with minor word swapping.
This section is ded ficated to generating random NPCs, their properties, and things that they may do or say.
Generates an NPC.
The character properties broken down so that they may be generated individually.
Identity: Their job or archetype. They may have more than one.
Descriptor: The simplest way to sum up their personality.
Traits: Additional layers to their personality that may not be as strong or obvious as the Descriptor.
Goals: Their focus in life or this adventure.
The relationship between one character and another.
The action a character may take in battle.
You can use the Combat option under Actor Meaning in the Muses section to further clarify the details of the action.
Determine the character's demeanor and topic of conversation based on their attitude towards another character.
Information that a character may learn from another character, whether via speech or other means.
This section is dedicated to generating locations and environmental details.
Generates a location.
The location properties broken down so that they may be generated individually.
Generate weather for the location based on the season.
Determine the position of a local or distant location in relation to the current location.
This section is dedicated to tools related to the Mythic, Adventure Crafter, and Location Crafter series.
This is the Fate Chart in Mythic Game Master Emulator: Second Edition for answering Yes or No questions.
The Fate Chart is designed to skew probabilities towards answering a Yes as the Chaos Factor increases and No as it decreases. Questions should be worded so that a Yes increases the conflict/drama of the story.
Determines the success of an action versus an opposing action based on the skill level of the actors.
This uses the Fate Check from Mythic Game Master Emulator: Second Edition under the hood along with adaptive rules from Mythic Magazine Vol.13.
Meaning Tables from Mythic Game Master Emulator: Second Edition and numerous Mythic Magazine volumes.
The Detail Check table from Mythic Variations II.
Used to help narrow the focus of a result on the Meaning Table. It can be used for open ended questions beyond just random events.
Event Focus tables from Mythic Game Master Emulator: Second Edition, Mythic Variations, Mythic Magazine Vol.5, and Mythic Magazine Vol.6. These are to be used when the results of the Meaning Table are not very clear regarding a random event.
The Mystery focus is to be used with the mystery framework defined in Mythic Magazine Vol.6. The Plotline focus was defined in Mythic Magazine Vol.6 and is to be used in combation with Adventure Crafter. The Horror Track focus is to be used with the horror progress track framework defined in Mythic Magazine Vol.19.
The Scene Adjustment and Prepared Adventure are from Mythic Game Master Emulator: Second Edition. The former determines how a new scene has been altered and the latter is to be used alongside an Adventure List.
This section is dedicated to NPC actions and traits.
Generate a character's Disposition and Disposition Score for use with Behavior Checks described in Mythic Magazine Vol.1.
Emulate ongoing actions of a character using the Behavior Check table from Mythic Magazine Vol.1.
Determine how a character is related to the current plotline. For use with Plotlines as described in Adventure Crafter.
Determine how strong a character is in relation to the player.
Generate a character backstory using the Backstory Events table from Mythic Magazine Vol.8.
This section is dedicated to generating locations using Location Crafter.
Explore a Region using the Randomized Location Crafter from Mythic Magazine Vol.2.
The Continue Exploring option tracks Progress Points automatically in order to traverse a Region, Area by Area. The Resume Exploring option lets you set the Progress Points before you begin so that may pick up where you left off in a Region.
This uses the Special Elements and Area Elements tables of Randomize Location Crafter.
Generator Descriptors for a Region.
A Region encompasses Areas or Locations. If a Location is a room, then a Region is the building containing the room.
Generate backstory and history for a Region.
Generator Connectors such as paths and hallways that link one Area to another.
Generate descriptors for Region Elements, such as Locations, Encounters, and Objects.
The table is meant to be used with Location Crafter or the Randomized Location Crafter in Mythic Magazine Vol.2, but it can easily be used on its own to help describe an environment.
Generate a Special Element for use with Location Crafter.
This table from Location Crafter differs from the one found in the Randomized Location Crafter, and while the rules are similar, they're not entirely compatible.
This section is dedicated to generating adventures using Adventure Crafter and various Mythic Magazines.
Randomly select an item on the Plotline or Character list used with Adventure Crafter.
These tools are meant to ease the act of creating your own list without printing or transcribing a copy of the Adventure Sheet.
Generate a Turning Point from the Plot Point table in Adventure Crafter.
In additional to the standard themes, Random selects a random theme for the whole Turning Point, and Mixed selects random themes for each Plot Point.
Track Horror Progress Tracks and Thread Progress Tracks from Mythic Magazine Vol.19 and Mythic GME 2e.
Track progress on Category Lists used with Event Crafter from Mythic Magazine Vol.24.
Generate a Special Event used with Event Crafter from Mythic Magazine Vol.24.
This section is dedicated to running mysteries as described in Mythic Magazine Vol.6.
Determine the focus of a mystery related event.
Generate a new Clue or Suspect and determine how it's connected to the mystery.
Generate a Clue descriptor.
Generate a Suspect descriptor.
This section is dedicated to Emotional Quests from Mythic Magazine Vol.14.
Generate an Issue that the character needs to resolve in order to reach Fulfillment.
Determine how much closer an Epiphany brings your character to reaching Fulfillment.
This section is dedicated to tools related to the One Page Solo Engine.
Generate a Yes or No answer to a question.
Generate an answer to an open question.
Determine how much something is, such as size, price, importance, dangerous, etc.
Deterimine a narrative action to perform to keep the story moving.
Pacing Moves are for lulls in the story, and Failure Moves are for when the PCs fail a check.
Generates a random event in the story.
Generates a random story element, such as towns, spaceships, factions, magic items, taverns, monsters, or anything else.
This section is dedicated to generating scenes for your adventure.
Generates a new scene.
Determine the complication for the scene.
Generates a scene alteration.
This section is dedicated to generating plot hooks for your adventure.
Generate a new plot hook.
Determine the objective.
Determine the adversary.
Determine the reward.
This section is dedicated to generating characters.
Generates a new character.
Determine the character's identity.
Determine the character's goal.
Determine the character's most notable feature.
Determine the character's attitude and conversation topic.
This section is dedicated to generating and exploring dungeons.
Generates a new area of the dungeon.
Determine the theme of the dungeon.
Determine the location type.
Determine what you encounter at the location.
Determine the objectcs at the location.
Determine how many exits the location has.
This section is dedicated to generating and exploring hex maps.
Generates a new hex area.
Determine the event that happens in that hex.
Determine the terrain type for the hex.
Determine the contents of the hex.
Determine the features located at the hex.
This section is dedicated to tools related to Libre Solo Role Playing.
Determine the answer to a question or resolve a skill check.
Generate an event that's triggered when the Yes/No Question roll is at or under to the Plot Stress value.
Generate a mission. The focus of the mission is listed in parenthesis.
This section is dedicated to generating characters.
Generate a Person. A Person may also be a Foe.
Generates a foe.
Foes listed with a ℅ symbol suggest rolling a Culture and Occupation.
Generates a character trait.
Determines the character's culture.
Determines the character's occupation.
Determines the character's rationale, either in general or regarding a specific action.
Selects a character from the Scene.
This section is dedicated to generating places and scenes.
Determine a Civilized Place.
Determine a Wilderness Place.
Generate a list of Scene Qualities for a Civilized Place.
Generate a list of Scene Qualities for a Wilderness Place.
Generate the base Window Dressing for a Scene.
Determine an notable item for a Scene.
This section is dedicated to tools from CRGE, UNE, BOLD, and ISC.
This is Oracle from CRGE for answering Yes or No questions.
The Loom of Fate is designed so that when Surge is 0, there is a much higher probaliity of recieving a flat Yes or No answer. With each flat answer, the Surge increases and pushes the oracle in the direction of a "Yes, but," or "No, and," or similar.
Generate a description of the NPC using UNE.
Determine the strength of the NPC power level based on how chaotic the current scene is.
Generate a motivation for the NPC using UNE.
Determine the mood of the character based on their relationship with the character that they are speaking to.
Determine the Bearing and Focus with which a character intends to steer the discussion based on their demeanor.
Create a backstory event or story arc using BOLD.
Generate a conversation focus or action by a character attempting to connect with other characters.
Generate a Scene using the method defined in ISC.
This section is dedicated to tools from the Motif series.
Use Motif Story Engine to answer Yes or No questions regarding story events.
Use Motif Character Engine to answer questions regarding character responses and actions.
Use Motif Action Engine to determine the success of a character action based on their ability in the related skillset.
Use Motif World Engine to answer questions regarding the story world and existence its themes.
Generate an NPC.
Generate various story prompts.
Tools for running a mystery as described in Motif Story Engine.
This section is dedicated to tools related to Calypso.
Determine the success of a character action.
Reserve dice and hindrance dice cancel each other out, one for one. If reserve dice remain, you roll with advantage; if hindrance dice remain, you roll with disadvantage; if neither remain, you roll straight.
Answer a Yes or No question using a method based on Powered by the Apocalypse rules.
Motifs are Calypso's form of a muse. They help answer open-ended questions.
Unlike a word table, Motifs are sentence fragments that are similar to cut-ups of a poem. They are more about evoking a feeling that you can combine with context for an answer.
Generates a Dramatic Move when for when the story narrative or rules demands one a Soft or Hard Move.
Generates a Break for when you choose to have a character suffer a negative narrative effect in exchange for lessening a Trauma's rank.
Generates a random event for when you need inspiration.
Determine how the character interacts with the world.
This section is dedicated to using the Frameworks defined in Calypso to help shape your narrative.
Generate a Danger, Trauma, and Condition for a basic framework without a Scenario.
Determine the Topic, Focus, and Frame for a new Scene.
Generate Strengths and Formidable Conditions for an Enemy.
Roll on tables for the 3-Act framework defined in Calypso.
A 3-Act frame helps shape your narrative into a three act story structure.
Roll on tables for the Beats framework defined in Calypso.
A Beats frame is similar to the 3-Act frame, but rather than the former's strict progression, this frame provides a grouping of Scenes for each Phase that you can tackle in whatever order you'd like.
Roll on tables for the Point-Based framework defined in Calypso.
The Point-Based frame has you accrue Peril points as you earn Dark die and triggers Benchmark Scenes when you reach set point goals, allowing you to freely direct the narrative however you want while pushing you towards a conclusion the further you go.
Roll on tables for the Cyclic framework defined in Calypso.
A Cyclic frame is designed to help shape a story based around maintaining resources while staying in the same location. This essentially creates a survival story, but it could also be used for running a farm or something similiar.
This section is dedicated to tools related to If.
Determine the success of an action based on Facts and Factors associated with a character.
The numbers following the result text are the dice which were chosen for that result, not their value. This helps determine which Factors were responsible for the Outcome and Qualifier of the action. The highest rolled die is always assigned to the Outcome, and the second highest die is assigned to the Qualifier.
Determine what your character is willing to sacrifice for something else.
Sacrifices can be used to turn a negative Outcome into a positive one, or push already positive Outcome into an even more beneficial one.
The Oracle is more like a muse, helping to determine the answer to complex questions.
You can either take the Stakes verbatim, or you can use one of its verb in combination with the Focus to help answer a question. The Factors are designed to be used alongside the Outcome roll, assigning one Factor to each die.
Generate seeds for a story prompt by comparing or contrasting the two words provided.
Determine an action that an actor performs or an event that takes place.
Determine an actor's mood.
Determine the cause of a conflict.
This section is dedicated to generating scenes.
Determine the type of scene and its focus.
Frame the context of a scene based on conditions.
The list is organized in descending order of dramatic tension. Therefore you would generally want to use the item closest to the top in which its conditions are met by the current context of the story.
Generate a full scene frame.
Generate a directive for the scene.
Generate focus factor for the scene.
This section is dedicated to generating story prompts and ideas.
Generate positive character traits or outcomes to actions.
Additionally the condition can be use metaphorically or concentrate on only the verb as part of a muse to answer questions. Feel free to contrast with a negative condition for a deeper meaning.
Generate negative character traits or outcomes to actions.
Additionally the condition can be use metaphorically or concentrate on only the verb as part of a muse to answer questions. Feel free to contrast with a positive condition for a deeper meaning.
Generate a story beat.
The following are the sources from which the oracles are taken:
The following provide content for the muse meaning tables:
version: 2023.01.29 tayruh