Chance

Dice Roll

Playing Card

Dice Probability


Muses

Themed Meaning


Actor Meaning

Motifs

Cut Up

Tarot Reading


Events

New Event

Twist

Mystic Backlash

Dilemma


NPCs

New NPC

Property

Relationship

Combat Action

Conversation

Information


Locations

New Location

Property

Weather

Distance


Credits

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.

Story

Character

Action

World


NPC

Prompt

Mystery

Clock

Strive

Oracle

Motifs


Dramatic Move

Break

Random Event

NPC Engagement


Frameworks

Scenario

Framing

Enemy

3-Act Frame

Beats Frame

Point-Based Frame

Cyclic Frame

Outcome

Sacrifice

Oracle

Seed


What They Do

Mood

Conflict Spark


Scenes

Scene Type

Framing

Scene

Directive

Factor


Brain Fuel

Positive Condition

Negative Condition

Beat

Chaos

Fate Chart

Compare Rank

Meaning Table


Detail Check

Event Focus


NPC

Disposition

Behavior Check

Special Trait

Statistic Check

Backstory


Location

Explore

Region

Story

Connector

Element

Special Element


Adventure

Adventure Sheet

Plot Points

Progress Track

Situation

Special Event


Mystery

Event

Element

Clue

Suspect


Fulfillment

Issue

Epiphany

Yes/No Question

Unexpected Event

Mission


Characters

Person

Foes


Trait

Culture

Occupation

Rationale

Person Focus


Places

Civilized Place

Wilderness Place


Civilized Qualities

Wilderness Qualities

Window Dressing

Item

Oracle (Yes/No)

Oracle (Focus)

Oracle (How)


GM Move

Random Event

Generic Generator


Set the Scene

New Scene

Scene Complication

Altered Scene


Plot Hook

New Plot Hook

Objective

Adversary

Reward


NPC Generator

New NPC

Identity

Goal

Notable Feature

Current Situation


Dungeon Crawler

New Area

Dungeon Theme

Location

Encounter

Object

Total Exits


Hex Crawler

New Hex

Event

Terrain

Contents

Feature

Loom of Fate


Descriptor

Power Level

Motivation

Mood

Discussion


Backstory

Connection

Scene

Roll DiceReset Dice


Example: 2D6-5+1,4DF+2,D10


D4 • D6 • D8 • D10
D12 • D20 • D100

2D6 • 3D6 • D2 • D3
Fate • Ironsworn




Genesys/Star Wars

Example: 3DGA+2T+S,DGP

Ability1DGA
Difficulty1DGD
Boost1DGB
Setback1DGS
Challenge1DGC
Proficiency1DGP
Force1DGF

Modifiers:

Success+1S
Failure+1F
Advantage+1A
Threat+1T

Vampire: The Masquerade

Example: 4DV,2DVH

Standard1DV
Hunger1DVH

No modifiers allowed.


Colored Dice

Example: 3D8RYB,2D6XG+2

RRed
GGreen
BBlue
YYellow
PPurple
OOrange
Xdefault

Only standard dice may be colored.

Search

Help

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? becomes Who\?
  • $20.00 becomes \$20\.00
  • Bill+Ted becomes Bill\+Ted

Search terms are also case insensitive, and leading and trailing spaces are stripped.

CalculateRoll DiceReset


Instructions

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.


Arguments
  • 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.


Examples
  • 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

Alice was beginning to get very tired of sitting by her sister on the bank, and of having nothing to do: once or twice she had peeped into the book her sister was reading, but it had no pictures or conversations in it, “and what is the use of a book,” thought Alice “without pictures or conversations?” So she was considering in her own mind (as well as she could, for the hot day made her feel very sleepy and stupid), whether the pleasure of making a daisy-chain would be worth the trouble of getting up and picking the daisies, when suddenly a White Rabbit with pink eyes ran close by her. There was nothing so very remarkable in that; nor did Alice think it so very much out of the way to hear the Rabbit say to itself, “Oh dear! Oh dear! I shall be late!” (when she thought it over afterwards, it occurred to her that she ought to have wondered at this, but at the time it all seemed quite natural); but when the Rabbit actually took a watch out of its waistcoat-pocket, and looked at it, and then hurried on, Alice started to her feet, for it flashed across her mind that she had never before seen a rabbit with either a waistcoat-pocket, or a watch to take out of it, and burning with curiosity, she ran across the field after it, and fortunately was just in time to see it pop down a large rabbit-hole under the hedge. In another moment down went Alice after it, never once considering how in the world she was to get out again. The rabbit-hole went straight on like a tunnel for some way, and then dipped suddenly down, so suddenly that Alice had not a moment to think about stopping herself before she found herself falling down a very deep well. Either the well was very deep, or she fell very slowly, for she had plenty of time as she went down to look about her and to wonder what was going to happen next. First, she tried to look down and make out what she was coming to, but it was too dark to see anything; then she looked at the sides of the well, and noticed that they were filled with cupboards and book-shelves; here and there she saw maps and pictures hung upon pegs. She took down a jar from one of the shelves as she passed; it was labelled “ORANGE MARMALADE”, but to her great disappointment it was empty: she did not like to drop the jar for fear of killing somebody underneath, so managed to put it into one of the cupboards as she fell past it. “Well!” thought Alice to herself, “after such a fall as this, I shall think nothing of tumbling down stairs! How brave they’ll all think me at home! Why, I wouldn’t say anything about it, even if I fell off the top of the house!” (Which was very likely true.) Down, down, down. Would the fall never come to an end? “I wonder how many miles I’ve fallen by this time?” she said aloud. “I must be getting somewhere near the centre of the earth. Let me see: that would be four thousand miles down, I think—” (for, you see, Alice had learnt several things of this sort in her lessons in the schoolroom, and though this was not a very good opportunity for showing off her knowledge, as there was no one to listen to her, still it was good practice to say it over) “—yes, that’s about the right distance—but then I wonder what Latitude or Longitude I’ve got to?” (Alice had no idea what Latitude was, or Longitude either, but thought they were nice grand words to say.) Presently she began again. “I wonder if I shall fall right through the earth! How funny it’ll seem to come out among the people that walk with their heads downward! The Antipathies, I think—” (she was rather glad there was no one listening, this time, as it didn’t sound at all the right word) “—but I shall have to ask them what the name of the country is, you know. Please, Ma’am, is this New Zealand or Australia?” (and she tried to curtsey as she spoke—fancy curtseying as you’re falling through the air! Do you think you could manage it?) “And what an ignorant little girl she’ll think me for asking! No, it’ll never do to ask: perhaps I shall see it written up somewhere.” Down, down, down. There was nothing else to do, so Alice soon began talking again. “Dinah’ll miss me very much to-night, I should think!” (Dinah was the cat.) “I hope they’ll remember her saucer of milk at tea-time. Dinah my dear! I wish you were down here with me! There are no mice in the air, I’m afraid, but you might catch a bat, and that’s very like a mouse, you know. But do cats eat bats, I wonder?” And here Alice began to get rather sleepy, and went on saying to herself, in a dreamy sort of way, “Do cats eat bats? Do cats eat bats?” and sometimes, “Do bats eat cats?” for, you see, as she couldn’t answer either question, it didn’t much matter which way she put it. She felt that she was dozing off, and had just begun to dream that she was walking hand in hand with Dinah, and saying to her very earnestly, “Now, Dinah, tell me the truth: did you ever eat a bat?” when suddenly, thump! thump! down she came upon a heap of sticks and dry leaves, and the fall was over. Alice was not a bit hurt, and she jumped up on to her feet in a moment: she looked up, but it was all dark overhead; before her was another long passage, and the White Rabbit was still in sight, hurrying down it. There was not a moment to be lost: away went Alice like the wind, and was just in time to hear it say, as it turned a corner, “Oh my ears and whiskers, how late it’s getting!” She was close behind it when she turned the corner, but the Rabbit was no longer to be seen: she found herself in a long, low hall, which was lit up by a row of lamps hanging from the roof. There were doors all round the hall, but they were all locked; and when Alice had been all the way down one side and up the other, trying every door, she walked sadly down the middle, wondering how she was ever to get out again. Suddenly she came upon a little three-legged table, all made of solid glass; there was nothing on it except a tiny golden key, and Alice’s first thought was that it might belong to one of the doors of the hall; but, alas! either the locks were too large, or the key was too small, but at any rate it would not open any of them. However, on the second time round, she came upon a low curtain she had not noticed before, and behind it was a little door about fifteen inches high: she tried the little golden key in the lock, and to her great delight it fitted! Alice opened the door and found that it led into a small passage, not much larger than a rat-hole: she knelt down and looked along the passage into the loveliest garden you ever saw. How she longed to get out of that dark hall, and wander about among those beds of bright flowers and those cool fountains, but she could not even get her head through the doorway; “and even if my head would go through,” thought poor Alice, “it would be of very little use without my shoulders. Oh, how I wish I could shut up like a telescope! I think I could, if I only knew how to begin.” For, you see, so many out-of-the-way things had happened lately, that Alice had begun to think that very few things indeed were really impossible. There seemed to be no use in waiting by the little door, so she went back to the table, half hoping she might find another key on it, or at any rate a book of rules for shutting people up like telescopes: this time she found a little bottle on it, (“which certainly was not here before,” said Alice,) and round the neck of the bottle was a paper label, with the words “DRINK ME,” beautifully printed on it in large letters. It was all very well to say “Drink me,” but the wise little Alice was not going to do that in a hurry. “No, I’ll look first,” she said, “and see whether it’s marked ‘poison’ or not”; for she had read several nice little histories about children who had got burnt, and eaten up by wild beasts and other unpleasant things, all because they would not remember the simple rules their friends had taught them: such as, that a red-hot poker will burn you if you hold it too long; and that if you cut your finger very deeply with a knife, it usually bleeds; and she had never forgotten that, if you drink much from a bottle marked “poison,” it is almost certain to disagree with you, sooner or later. However, this bottle was not marked “poison,” so Alice ventured to taste it, and finding it very nice, (it had, in fact, a sort of mixed flavour of cherry-tart, custard, pine-apple, roast turkey, toffee, and hot buttered toast,) she very soon finished it off.

This section is dedicated to items of chance that are used across all mediums (solo roleplay, standard roleplay, gamebooks, etc).

Details
Dice Roll

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.


Playing Card

Draw a playing card. A virtual deck is used to accurately represent the probabilities of drawing a card.


Dice Probability

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.

Details
Themed Meaning

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 .


Actor Meaning

A word generator including only words targeted towards the actions of an actor. The words are not tied to any theme.


Motifs

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.


Cut Up

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.


Tarot Reading

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.

Details
Event

Generates a random event.


Twist

Generates a narrative twist.


Mystic Backlash

Detrimental results for when a spell fails you.


Dilemmas

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.

Details
NPC

Generates an NPC.


Property

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.


Relationship

The relationship between one character and another.


Combat Action

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.


Conversation

Determine the character's demeanor and topic of conversation based on their attitude towards another character.


Information

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.

Details
Location

Generates a location.


Property

The location properties broken down so that they may be generated individually.


Weather

Generate weather for the location based on the season.


Distance

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.

Details
Fate Chart

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.


Compare Rank

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 Table

Meaning Tables from Mythic Game Master Emulator: Second Edition and numerous Mythic Magazine volumes.


Detail Check

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

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.

Details
Disposition

Generate a character's Disposition and Disposition Score for use with Behavior Checks described in Mythic Magazine Vol.1.


Behavior Checks

Emulate ongoing actions of a character using the Behavior Check table from Mythic Magazine Vol.1.


Special Traits

Determine how a character is related to the current plotline. For use with Plotlines as described in Adventure Crafter.


Statistic Check

Determine how strong a character is in relation to the player.


Backstory

Generate a character backstory using the Backstory Events table from Mythic Magazine Vol.8.

This section is dedicated to generating locations using Location Crafter.

Details
Explore

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.


Region

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.


Story

Generate backstory and history for a Region.


Connector

Generator Connectors such as paths and hallways that link one Area to another.


Element

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.


Special Element

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.

Details
Adventure Sheet

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.


Plot Points

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.


Progress Track

Track Horror Progress Tracks and Thread Progress Tracks from Mythic Magazine Vol.19 and Mythic GME 2e.


Situation

Track progress on Category Lists used with Event Crafter from Mythic Magazine Vol.24.


Special Event

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.

Details
Event

Determine the focus of a mystery related event.


Element

Generate a new Clue or Suspect and determine how it's connected to the mystery.


Clue

Generate a Clue descriptor.


Suspect

Generate a Suspect descriptor.

This section is dedicated to Emotional Quests from Mythic Magazine Vol.14.

Details
Issue

Generate an Issue that the character needs to resolve in order to reach Fulfillment.


Ephiphany

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.

Details
Oracle (Yes/No)

Generate a Yes or No answer to a question.


Oracle (Focus)

Generate an answer to an open question.


Oracle (How)

Determine how much something is, such as size, price, importance, dangerous, etc.


GM Move

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.


Random Event

Generates a random event in the story.


Generic Generator

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.

Details
New Scene

Generates a new scene.


Scene Complication

Determine the complication for the scene.


Altered Scene

Generates a scene alteration.

This section is dedicated to generating plot hooks for your adventure.

Details
New Plot Hook

Generate a new plot hook.


Objective

Determine the objective.


Adversary

Determine the adversary.


Reward

Determine the reward.

This section is dedicated to generating characters.

Details
New NPC

Generates a new character.


Identity

Determine the character's identity.


Goal

Determine the character's goal.


Notable Feature

Determine the character's most notable feature.


Current Situation

Determine the character's attitude and conversation topic.

This section is dedicated to generating and exploring dungeons.

Details
New Area

Generates a new area of the dungeon.


Dungeon Theme

Determine the theme of the dungeon.


Location

Determine the location type.


Encounter

Determine what you encounter at the location.


Object

Determine the objectcs at the location.


Total Exits

Determine how many exits the location has.

This section is dedicated to generating and exploring hex maps.

Details
New Hex

Generates a new hex area.


Event

Determine the event that happens in that hex.


Terrain

Determine the terrain type for the hex.


Contents

Determine the contents of the hex.


Feature

Determine the features located at the hex.

This section is dedicated to tools related to Libre Solo Role Playing.

Details
Yes/No Question

Determine the answer to a question or resolve a skill check.


Unexpected Events

Generate an event that's triggered when the Yes/No Question roll is at or under to the Plot Stress value.


Mission

Generate a mission. The focus of the mission is listed in parenthesis.

This section is dedicated to generating characters.

Details
Person

Generate a Person. A Person may also be a Foe.


Foe

Generates a foe.

Foes listed with a ℅ symbol suggest rolling a Culture and Occupation.


Trait

Generates a character trait.


Culture

Determines the character's culture.


Occupation

Determines the character's occupation.


Rationale

Determines the character's rationale, either in general or regarding a specific action.


Person Focus

Selects a character from the Scene.

This section is dedicated to generating places and scenes.

Details
Civilized Place

Determine a Civilized Place.


Wilderness Place

Determine a Wilderness Place.


Civilized Qualities

Generate a list of Scene Qualities for a Civilized Place.


Wilderness Qualities

Generate a list of Scene Qualities for a Wilderness Place.


Window Dressing

Generate the base Window Dressing for a Scene.


Item

Determine an notable item for a Scene.

This section is dedicated to tools from CRGE, UNE, BOLD, and ISC.

Details
Loom of Fate

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.


Descriptor

Generate a description of the NPC using UNE.


Power Level

Determine the strength of the NPC power level based on how chaotic the current scene is.


Motivation

Generate a motivation for the NPC using UNE.


Mood

Determine the mood of the character based on their relationship with the character that they are speaking to.


Discussion

Determine the Bearing and Focus with which a character intends to steer the discussion based on their demeanor.


Backstory

Create a backstory event or story arc using BOLD.


Connection

Generate a conversation focus or action by a character attempting to connect with other characters.


Scene

Generate a Scene using the method defined in ISC.

This section is dedicated to tools from the Motif series.

Details
Story

Use Motif Story Engine to answer Yes or No questions regarding story events.


Character

Use Motif Character Engine to answer questions regarding character responses and actions.


Action

Use Motif Action Engine to determine the success of a character action based on their ability in the related skillset.


World

Use Motif World Engine to answer questions regarding the story world and existence its themes.


NPC

Generate an NPC.


Prompt

Generate various story prompts.


Mystery

Tools for running a mystery as described in Motif Story Engine.

This section is dedicated to tools related to Calypso.

Details
Strive

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.


Oracle

Answer a Yes or No question using a method based on Powered by the Apocalypse rules.


Motifs

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.


Dramatic Move

Generates a Dramatic Move when for when the story narrative or rules demands one a Soft or Hard Move.


Break

Generates a Break for when you choose to have a character suffer a negative narrative effect in exchange for lessening a Trauma's rank.


Random Event

Generates a random event for when you need inspiration.


NPC Engagement

Determine how the character interacts with the world.

This section is dedicated to using the Frameworks defined in Calypso to help shape your narrative.

Details
Scenario

Generate a Danger, Trauma, and Condition for a basic framework without a Scenario.


Framing

Determine the Topic, Focus, and Frame for a new Scene.


Enemy

Generate Strengths and Formidable Conditions for an Enemy.


3-Act Frame

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.


Beats Frame

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.


Point-Based Frame

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.


Cyclic Frame

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.

Details
Outcome

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.


Sacrifice

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.


Oracle

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.


Seed

Generate seeds for a story prompt by comparing or contrasting the two words provided.


What They Do

Determine an action that an actor performs or an event that takes place.


Mood

Determine an actor's mood.


Conflict Spark

Determine the cause of a conflict.

This section is dedicated to generating scenes.

Details
Scene Type

Determine the type of scene and its focus.


Framing

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.


Scene

Generate a full scene frame.


Directive

Generate a directive for the scene.


Factor

Generate focus factor for the scene.

This section is dedicated to generating story prompts and ideas.

Details
Positive Condition

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.


Negative Condition

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.


Beat

Generate a story beat.

The following are the sources from which the oracles are taken:

  • Motif Action Engine by Peter Casey
  • Motif Character Engine by Peter Casey
  • Motif Story Engine by Peter Casey
  • Motif World Engine by Peter Casey
  • Mythic Game Master Emulator by Tom Pigeon
  • Mythic Game Master Emulator: Second Edition by Tana Pigeon
  • Mythic Variations by Tom Pigeon
  • Mythic Variations 2 by Tana Pigeon
  • Mythic Magazine by Tana Pigeon
  • Adventure Crafter by Tana Pigeon
  • Location Crafter by Tana Pigeon
  • One Page Solo Engine by Karl Hendricks
  • CRGE: Conjectural Roleplaying GM Emulator by Zach Best
  • UNE: Universal NPC Emulator by Zach Best
  • BOLD: Book of Legends and Deeds by Zach Best
  • ISC: Inferential Scene Crafter by Zach Best
  • Calypso by Tam H.
  • If by Tam H.
  • Libre Solo Role Playing by Brian Washburn
  • Ironsworn by Shawn Tomkin
  • Ironsworn Delve by Shawn Tomkin
  • Ironsmith by Eric Bright
  • NPC Creator and Emulator by Eric Bright
  • Quick Dilemma Generator by Colin Wilson, Tony Pi
  • Querent: The Cartomancer's Tome by McKenzie Shea, Kayla Miskiv, Maggie DeCapua, Sage Burns
  • 1000+ NPC Traits by Johnn Four
  • SOLO by Paul Elliott
  • Scarlet Heroes by Kevin Crawford

The following provide content for the muse meaning tables:

  • GM Mastery: NPC Essentials by Johnn Four
  • Solo Investigator's Handbook by Paul Bimler
  • Grammar Fuel: Genres by Ken Wickham
  • The Covetous Poet's Adventure Creator and Solo GM Guidebook by Frank Lee
  • Ursa Minor by Thomas Davis

version: 2023.01.29 tayruh