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d6 Oracle

When answering a question where the outcome is uncertain and the results would be meaningful and
interesting, roll 1 or more d6 to determine the results and read left to right (Yes or No questions or an
Option A Option B question with A substituting Yes and B substituting No): the leftmost would always
be the base results and the rightmost would always be the last column of modifiers (unless you decide
to omit that columns of modifiers from the result). If a Yes answer seems more likely, the base roll gets
a +1, if it is very likely it gets a +2; if a No answer seems more likely, the base result gets a -1, if it is
very likely it gets a -2. Multiples of the middle column modifiers can be rolled if desired. All answers are
resolved using the base results, but additional modifiers can be used to extend or clarify results. This
oracle can also be used as an action resolution mechanic to determine success and failure.

Base Modifier Modifier

1. No 1. And 1. Coincidently
2. No 2. As 2. Despite
3. No 3. But 3. Naturally
4. Yes 4. If
4. Oddly
5. Yes 5. Or
6. Yes 6. So 5. Unexpectedly
6. Expectedly

Alternate d6 Oracle

When answering a question where the outcome is uncertain and the results would be meaningful and
interesting, roll 1d6 to determine the results (Yes or No questions or an Option A Option B question with
A substituting Yes and B substituting No). If a Yes answer seems more likely, roll 2d6 and take the
highest; if Yes is very much more likely, roll 3d6 and take the highest. If a No answer seems more likely,
roll 2d6 and take the lowest; if No is very much more likely, roll 3d6 and take the lowest. This oracle can
also be used as an action resolution mechanic to determine success and failure.

Roll Outcome

1. No, and / Not only no…

2. No (because)...

3. No, but…

4. Yes, but…

5. Yes (because)...

6. Yes, and / Not only yes…

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Rules

When a character attempts an action where the outcome is uncertain and the results would be
meaningful and interesting, the player rolls against a target number to determine the outcome.

Player roll

Greatly Disadvantaged Moderately Advantaged Greatly


Disadvantaged Difficult Advantaged

3d20 take the 2d20 take the 3d20 take the 2d20 take the 3d20 take the
lowest lowest median highest highest

Target number

Very Easy Fairly Easy Moderately Incredibly Difficult Virtually


Difficult Impossible

3d20 take the 2d20 take the 3d20 take the 2d20 take the 3d20 take the
lowest lowest median highest highest

Outcome Descriptor

The player's roll fails to meet or exceed the target Absolute failure: not only do you fail, but things
number by a significant margin. take negative turn e.g. an additional or
unexpected cost, consequence, or complication

The roll fails to meet or exceed the target number. You fail, either by expected means or because
things took a turn out of your favor

The roll fails to meet or exceed the target number, You don't do exactly what you were trying to, but
but by a small margin. something good happens or there is some benefit
or opportunity

The roll meets or exceeds the target number, but You accomplish what you were trying to do, but
by a small margin. only partially or something bad happens as well
e.g. an unexpected cost, consequence, or
complication

The roll meets or exceeds the target number. You succeed, either by expected means or
because things took a turn in your favor

The roll meets or exceeds the target number by a Absolute success: not only do you succeed, but
significant margin. things take a positive turn e.g. an additional or
unexpected benefit or opportunity

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Hit Points

All player characters and all non player characters have a maximum total of 20 Hit Points, which
represents their ability and/or willingness to continue or take significant action. If a character drops to 0
Hit Points, they are incapacitated, captured, trapped, lose the morale or stamina to take significant
action, or are otherwise unable to continue until narratively appropriate. Characters replenish Hit Points
as is narratively appropriate, usually gaining a column's worth of Hit Points at a time. Any reduction to
Hit Points is done relative to the character being affected: what might me a lethal blow or greater to a
minor foe might only be a moderate hit or less to a major one. It may be ruled that a damage source
affects more than one character, an amount of damage is enough to kill one or more characters outright
without needing to roll, and/or that when making a roll, damage that exceeds a character's Hit Point
total can be applied to another adjacent or proximal character. The following values are guidelines and
can be altered or modified as necessary e.g. rolling only 1d4 or 1d6 for a weak hit, rolling more dice
than are depicted for lethal damage, rolling d4+d6 instead of 2d4 or 2d6, rolling 3d4 instead of 2d6,
rolling 2d6 or d4+d8 instead of d12, rolling 2d8+2d12 instead of 4d10, etc. The variance in die types is
to allow rolling all different types and amounts of dice, regardless of character or level, and to create
bell curves to keep results more consistent.

Improvising Damage

Moderate Dangerous Deadly Lethal

Approximately ¼ Approximately ⅓ (33%) Approximately ½ (50%) Approximately 100% of


(25%) total Hit Points total Hit Points on total Hit Points on total Hit Points on
on average average average average

2d4 2d6 2d10 4d10

d4+d8 d8+d12 d8+2d10+d12

d4+d6+d10 d4+d6+d8+d10+d12

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GM Action Emulator (2d6)

Use one or more of these actions to inform narrations and decide what challenges or complications
come next. You can roll one or more GM Actions and attempt to steer any given scene based on the
outcomes, choosing one or more of the results to implement into the scene at opportune moments.
These actions are designed to create drama and drive the story forward, evoking conflict and tension
in the narrative.

1. 2.

1-2. Employ or accelerate a countdown or ticking 1-2. Obstruct or deny access or acquisition of
clock something

3-4. Disrupt the status quo or natural order 3-4. Change the environment

5-6. Alter or interrupt the scene 5-6. Escalate problems to the worst possible
conclusion

3. 4.

1-2. Employ or introduce a threat, adversary, 1-2. Separate or capture a character or characters
danger, or location
3-4. Present an opportunity with or without a cost
3-4. Reveal, expose, or invoke a negative truth or consequence

5-6. Foreshadow or show signs of a threat or 5-6. Force loss, depletion, or harm
danger

5. 6.

1-2. Attack a character directly or indirectly 1-2. Reveal distant or future events

3-4. Demand payment, sacrifice, cost, or 3-4. Lure or provoke someone


detriment
5-6. Put someone in a situation
5-6. Subvert direction or expectation

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Character Action Emulator (2d6)

Use these actions to inform how a character will act in a given situation.

1-3. 4-6.

1. Act in accordance with their current 1. Take an approach or course of action


motivations, to preserve their interests or positively influenced by their history,
their own well being background, or motivations
2. Act on or with aspects with which they are 2. Succumb to, indulge in, express, reveal,
comfortable or familiar (skill, behavior, or reiterate a negative aspect of their
habit, tactic, etc.) character
3. Take an approach or course of action that 3. Reveal or reiterate a positive aspect of
is subversive to expectation or has an their character, history, background,
unexpected aspect or outcome motivation, etc.
4. Take the easiest or safest approach or 4. Reveal or reiterate a negative aspect of
course of action to avoid detriment or their character, history, background,
inconvenience motivation, etc.
5. Take a difficult or dangerous approach or 5. Take an approach or course of action out
course of action to gain a benefit or of character in a positive, progressive, or
advantage beneficial way
6. Take an approach or course of action 6. Take an approach or course of action out
negatively influenced by their history, of character in a negative, regressive, or
background, or motivations obstructive way

Character Tactics (1d6) Character Approaches (1d6)

These results represent the method or tactics When characters attempt anything, they will likely
characters will use when taking action. be taking only 1 or 2 approaches. The ones they
neglect can inform drawbacks and consequences.

1. Attack or take aggression against 1. Careful


someone or something 2. Quick
2. Construct, compose, or create something 3. Thorough
3. Control or manipulate someone or 4. Forceful
something 5. Precise
4. Defend or protect someone or something 6. Inconspicuous
5. Endure something or exert great force
and effort
6. Avoid or evade someone or something

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Personality Type (2d6)

What kind of personality does the character have? How do they act and what are some of their defining
behaviors?

1-2. 3-4. 5-6.

1-2. Individualist: sensitive, 1-2. Reformer: rational, 1-2. Enthusiast: fun loving,
withdrawn, and temperamental idealistic, self controlled, and spontaneous, and scattered
purposeful
3-4. Investigator: intense, 3-4. Challenger: dominating,
cerebral, perceptive, and 3-4. Helper: caring, generous, decisive, and confrontational
isolated and possessive
5-6. Peacemaker: easy going,
5-6. Loyalist: committed, 5-6. Achiever: driven, excelling, reassuring, and agreeable
responsible, and suspicious and image forward

Positive attributes (1d6) Negative attributes (1d6)

What are some of the character's more useful or What are some of the character's more hindering
positive traits or qualities? or negative traits or qualities?

1. Strong, Powerful, Muscular 1. Clumsy


2. Intelligent, Learned, Inquisitive 2. Sickly
3. Perceptive, Insightful, Wise 3. Feeble
4. Graceful, Agile, Lithe 4. Dull
5. Persuasive, Forceful, Charismatic 5. Dim
6. Healthy, Hearty, Hale 6. Absentminded

Quick Character disposition (1d6)* Quick Character Action or Behavior (1d6)

What is their attitude or behavior? What do they do or how do they act?

1. Hostile 1. Predictable or typical passive or defensive


2. Withdrawn behavior
3. Cautious 2. Predictable or typical active or aggressive
4. Neutral behavior
5. Sociable 3. Employs a strength or ability
6. Helpful 4. Seeks to gain or create an advantage
5. Acts on a personality trait
*If the character is likely or inherently more 6. Unexpected, unpredictable, or intelligent
positive, roll 2d6 and take the highest; if they are approach or behavior
likely or inherently more negative roll 2d6 and take
the lowest.

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Event/Scene Oddity (3d6)

Use this table to inspire something odd or unique to add to the event, situation, discovery, scene, etc.

1. Absence 1. Helpful 1. Major Entity


2. Presence 2. Hindering 2. Minor Entity
3. Abundance 3. Expected 3. Major Element
4. Scarcity 4. Unexpected 4. Minor Element
5. Increase 5. Neutral 5. Major Aspect
6. Decrease 6. Effective 6. Minor Aspect

Event/Scene Focus Oracle (2d6)

Use this table to inspire the focus of an event, situation, discovery, scene, etc. Use in tandem with the
event subject, event action, event location, and event theme oracles for more situations and
possibilities. Interpret literally, figuratively, abstractly, or comparatively, but most importantly:
instinctually.

1-3. 4-6.

1. Introducing or altering a plot thread 1. Introducing or altering a location or group


2. Dismissing or resolving a plot thread of locations
3. Introducing or altering a character or 2. Dismissing or removing a location or
group of characters group of locations
4. Dismissing or removing a character or 3. Establishing negative circumstances for a
group of characters character or group of characters
5. Progressing or shifting focus to a plot 4. Establishing positive circumstances for a
thread character or group of characters
6. Regressing or shifting focus away from a 5. Converging or connecting plot threads
plot thread 6. Diverging or separating plot threads

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Event/Scene Subject Oracle (2d6)

Use this table to inspire the subject of an event, situation, discovery, scene, etc. Use in tandem with the
event focus, another event subject, the event action, event location, and event theme oracles for more
situations and possibilities. Interpret literally, figuratively, abstractly, or comparatively, but more
importantly: instinctually.

1. 2.

1-2. Information 1-2. Power


3-4. Ally 3-4. Advantage
5-6. Environment 5-6. Goal

3. 4.

1-2. Truth 1-2. Adversary


3-4. Weakness 3-4. Interaction
5-6. Confrontation 5-6. Pain

5. 6.

1-2. Disadvantage 1-2. Danger


3-4. Obstacle 3-4. Opportunity
5-6. Cost 5-6. Agenda

Event/Scene Action Oracle (2d6)

Use this table to inspire the action of an event, situation, discovery, scene, etc. Use in tandem with the
event fucus, event subject, event location, and event theme oracles for more situations and
possibilities. Interpret literally, figuratively, abstractly, or comparatively, but most importantly:
instinctually.

1. 2.

1-2. Attack 1-2. Avoid


3-4. Change 3-4. Create
5-6. Pursue 5-6. Discover

3. 4.

1-2. Stop 1-2. Attain


3-4. Remove 3-4. Remove
5-6. Move 3-4. Await

5. 6.

1-2. Aid 1-2. Convey


3-4. Control 3-4. Protect
5-6. Destroy 5-6. Ignore

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Event/Scene Location Oracle (2d6)

Use this table to inspire the location of an event, situation, discovery, scene etc. Use in tandem with the
event focus, event subject, event action, and event theme oracles for more situations and possibilities.
Interpret literally, figuratively, abstractly, or comparatively, but most importantly: instinctually.

1. 2.

1-2. Forgotten 1-2. Hazardous


3-4. Exotic 3-4. Sacred
5-6. Occupied 5-6. Forbidden

3. 4.

1-2. Broken 1-2. Expansive


3-4. Ancient 3-4. Geometric
5-6. Hidden 3-4. Affected

5. 6.

1-2. Familiar 1-2. Depressed


3-4. Desolate 3-4. Refined
5-6. Confined 5-6. Elevated

Event/Scene Theme Oracle (2d6)

Use this table to inspire the theme or reason behind an event, situation, discovery, scene, etc. Use in
tandem with the event focus, event subject, event action, and event location oracles for more situations
and possibilities. Interpret literally, figuratively, abstractly, or comparatively, but most importantly:
instinctually.

1. 2.

1-2. Fear 1-2. Risk


3-4. Secrecy 3-4. Anger
5-6. Sacrifice 5-6. Consequence

3. 4.

1-2. Strategy 1-2. Pride


3-4. Incentive 3-4. Danger
5-6. Time 5-6. Misfortune

5. 6.

1-2. Greed 1-2. Compulsion


3-4. Conflict 3-4. Protection
5-6. Balance 5-6. Deception

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Dramatic situations (2d6)

Need an exciting scenario or circumstance? Try this.

1-2. 3-4. 5-6.

1. Vengeance 1. Abduction 1. Discovery


2. Disaster 2. Reunion 2. Judgement
3. Revolt 3. Concession 3. Deliverance
4. Escape 4. Rescue 4. Supplication
5. Pursuit 5. Conviction 5. Alliance
6. Competition 6. Sacrifice 6. Divergence

Area / Event (1d6)

Where does this take place?

1. Key or notable location, landmark, area, or event


2. Open path, entry, clearing, or progression
3. Divided, blocked, blocked location / regression, divide, or obstruction to progress
4. Threat, hazard, obstacle, or difficult terrain
5. Alternative path / method / progression, transport, ascent, or descent
6. Enemy convergence, adversary, or danger

Types of Goals (1d6)

What kind of goals are there?

1. Fight, confront, or attack: fight, confront, or attack an adversary physically, mentally, verbally,
etc.
2. Deliver: Take someone or something safely to a specific location
3. Escort, accompany, or follow: Escort, accompany, or follow someone or something to ensure
safety or gain information
4. Defend: fortify and / or defend a location or area
5. Recover: Steal, recover, or obtain someone or something
6. Discover: Discover a truth or answer, investigate, etc.

Incentives (1d6) Rewards (1d6)

What's in it for you? What do you get for your efforts?

1. Necessary or wanted knowledge 1. Fame or recognition


2. New or improved abilities 2. Personal favors
3. Aid, assistance, or alliance 3. Allies or alliance
4. Personal fulfillment or moral imperative 4. Special accesses
5. Progress towards goals 5. Useful assets
6. Useful or powerful items 6. Information

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Physical Encounters (1d6)

Need a quick encounter to test physical prowess? Try this?

1. Peruse a quarry
2. Create an advantage
3. Confront an adversary
4. Overcome an obstacle
5. Mitigate a disadvantage
6. Infiltrate or traverse unnoticed

Mental Encounters (1d6)

Need a quick encounter to test mental prowess? Try this?

1. Compose a strategy
2. Solve a puzzle or puzzling situation
3. Find something for a specific purpose
4. Find the answer to a specific question
5. Create something for a specific purpose
6. Rule out incorrect information or possibilities

Social Encounters (1d6)

Need a quick encounter to test social prowess? Try this?

1. Verbal altercation
2. Plea for assistance
3. Negotiation / Bargain
4. Persuasion / Intimidation
5. Interrogation / Confession
6. Investigation / Obtaining information

Keep the pacing (1d6)

Is there a lull? Things too slow? Try this.

1. A danger or trouble is foreshadowed


2. A revelation or detail introduced
3. A random element or event is introduced
4. Someone takes action
5. A problem or threat advances or accelerates
6. The plot advances or regresses

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