Chaos

Fate Chart

Fate Chart V2

Compare Rank

Meaning Table


Detail Check

Event Focus

Adventure Sheet

Plot Points

Progress Track


NPC

Disposition

Behavior Check

Special Trait

Statistic Check

Backstory


Location

Explore

Region

Story

Connector

Element

Special Element


Mystery

Event

Element

Clue

Suspect


Fulfillment

Issue

Epiphany


Chance

Dice Roll

Playing Card


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

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 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: 2022.11.01 tayruh

Chance

Dice Roll

Playing Card

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

Frameworks

Scenario

Framing

Enemy

3-Act Frame

Beats Frame

Point-Based Frame

Cyclic Frame

Scenes

Scene Type

Framing

Scene

Directive

Factor

Brain Fuel

Positive Condition

Negative Condition

Beat

NPC

Disposition

Behavior Check

Special Trait

Statistic Check

Backstory

Location

Explore

Region

Story

Connector

Element

Special Element

Mystery

Event

Element

Clue

Suspect

Fulfillment

Issue

Epiphany

Characters

Person

Foes


Trait

Culture

Occupation

Rationale

Person Focus

Places

Civilized Place

Wilderness Place


Civilized Qualities

Wilderness Qualities

Window Dressing

Item

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

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.

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.

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.

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 2819 Verbs, 4005 Nouns, 1195 Adverbs, and 1613 Adjectives.


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.

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.

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.

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.

Details
Fate Chart

This is the classic Fate Chart in Mythic Game Master Emulator 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.


Fate Chart V2

This simplified version of the Fate Chart was introduced in Mythic Variations II.

Rather than forcing you to ask the question a specific way, this chart simply requires to you answer whether Yes or No is favorable for the characters. It will automatically adjust the probability based on favorability and the Chaos Factor.


Compare Rank

Determines the success of an action versus an opposing action based on the skill level of the actors.


Meaning Table

Meaning Tables from Mythic Variations II, Mythic Magazine Vol.18, and Mythic Magazine Vol.22.


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, 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.


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

This section is dedicated to Horror Progress Tracks and Thread Progress Tracks from Mythic Magazine Vol.19 and 20.

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.

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.

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.

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.

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.

Details
New Scene

Generates a new scene.


Scene Complication

Determine the complication for the scene.


Altered Scene

Generates a scene alteration.

Details
New Plot Hook

Generate a new plot hook.


Objective

Determine the objective.


Adversary

Determine the adversary.


Reward

Determine the reward.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.