Game Master Tools
Game Master Tools

Game Master Tools

GM TOOLS

CHALLENGING YOUR PASSIONS: The GM can challenge a fighter’s passions. Make a WILL check, on a failure waste a TURN, on a success gain 2d6 POWER.
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TRANSITIONS

Set a target, to keep things simple it might be same as previous scene or next scene.
Determine what attribute is being tests. Fighter using the matching STAT make rolls normally. However a fighter can use a different STAT can make the check as HARD check.

d6 BRAWN transitions

  1. Climb a Building: Scale a tall structure to reach the rooftop, providing a vantage point for the next scene.
  1. Clear Rubble: An explosion or collapsed building blocks your path. You must clear a path through the debris to proceed.
  1. Force Open Doors: A locked door bars your progress. You must break it down to continue.
  1. Cross a Rapid River: A fast-moving river blocks your way, requiring strength and stamina to safely cross.
  1. Breach a Wall: Use brute force to make your own entrance through a weak spot in a building or wall.
  1. Move a Heavy Object: A large object such as a fallen tree, car, or vending machine is in your path. It requires sheer muscle to move.
  1. Crowded Street: Push through a crowd.
  1. BRAWN - Drag an Injured Ally: Carry or drag an injured ally to safety or medical help.
  • BRAWN - Wrestling Match: Compete in an impromptu wrestling match to gain favor or passage.
  • BRAWN - Arm Wrestling Contest: Win an arm wrestling match to earn respect or information.
  • BRAWN - Tug of War: Win a game of tug of war to show your strength and dominate the opponents.
  • BRAWN - Bench Press Competition: Show off your muscles and impress others with your strength.

d6 AGILITY transitions

  1. Dodge Traffic: Navigate a busy highway or bustling city streets on foot.
  1. Rooftop Chase: Leap from rooftop to rooftop in pursuit or to escape pursuers.
  1. Navigate a Maze: Find your way through a complex network of alleyways or tunnels.
  1. Avoid Detection: Stealthily move past guards or surveillance to reach your objective.
  1. Scale a Fence: Quickly climb over a high, sharp, or electrified barrier.
  1. Sprint through a Market: Dash through a crowded market without knocking over stalls or causing a scene.
  1. Local Parade:
  1. AGILITY - Slip through Narrow Passages: Navigate through narrow alleyways, tunnels or crevices to reach your target.
  • AGILITY - Dance Off: Impress a crowd or authority figure with your dance moves to get what you need.
  • AGILITY - Parkour Challenge: Demonstrate your parkour skills to navigate a tricky environment.
  • AGILITY - Dodge a Barrage: Avoid a hail of projectiles or attacks to escape or get closer to your target.
  • AGILITY - Quick Change of Clothes: Change your appearance quickly to avoid recognition.

d6 CUNNING transitions

  1. Hack a Security System: Access a building or area by bypassing digital security measures.
  1. Blend into a Crowd: Go unnoticed in a large group of people to avoid drawing attention.
  1. Decipher Code: Decode a cryptic message or complex lock to advance.
  1. Create a Diversion: Devise a plan to distract guards or crowds.
  1. Follow Tracks: Use your perception to follow a trail or footprints.
  1. Navigate the Underworld: Negotiate, bribe, or bluff your way through a criminal underworld or gang territory.
  1. Hard to find Address: Find a particular address that is not easy to find
  1. CUNNING - Spot an Ambush: Use your keen eyes and instincts to detect a trap or ambush.
  • CUNNING - Solve a Puzzle: Unravel a complex puzzle or riddle to proceed further.
  • CUNNING - Quick Repair: Make a quick repair to a broken machine, vehicle or device.
  • CUNNING - Win a Game of Chess: Beat an opponent in a game of chess to earn something you need.
  • CUNNING - Find the Real Deal: Identify the real item among a collection of fakes.

d6 WILL transitions

  1. Resist Interrogation: Maintain your composure and avoid revealing information under questioning.
  1. Endure Harsh Conditions: Continue on despite severe weather, fatigue, or harsh environmental conditions.
  1. Overcome Fear: Face a phobia or intensely frightening situation to proceed.
  1. Resist Temptation: Avoid succumbing to a tempting but dangerous or unwise course of action.
  1. Maintain a Disguise: Keep up a convincing disguise or act over an extended period.
  1. Resist Control: Fight off mind control, hypnosis, or intimidation by a powerful opponent.
  • WILL - Maintain Concentration: Keep focused on a task or magic under heavy distraction or chaos.
  • WILL - Hold a Barrier: Keep up a mental, magical or physical barrier against a horde or onslaught.
  • WILL - Meditation: Calm your mind and meditate in a chaotic environment to receive visions or insights.
  • WILL - Survive a Nightmare: Resist the effects of a terrifying nightmare or vision to wake up safe.
  • WILL - Withstand Pain: Endure a painful ordeal without breaking down.
If a player succeeds the check, with an adjusted 20 or higher on the TRANSITION the character finds something useful.

d6 Finds

  1. CLOTHING finding
  1. GEAR finding
  1. STREET FOOD
  1. NPC
  1. Arrive EARLY is the scene has a TIMER increase by 1, or reduce TARGET by 1
  1. Gain inspiration for 2d6 POWER
 
If the player fails the check, they still arrive at the next scene however there might be complications

d6 Complications

  1. Got hurt. Starts scene with a loss of d4 HP
  1. Dispirited. Lose d4 POWER
  1. Arrive late. GM sets up a d2 TIMER or reduces the SCENE’s TIMER by 1
     
     

    ADVENTURE GENERATOR

    This is a quick method to generate an adventure rolling each of the game dice one.

    d3 - Theme

    1. Morning
    1. Afternoon
    1. Night

    d4 - Time of day

    1. Morning
    1. Afternoon
    1. Evening
    1. Night

    d6 – Main Antagonist

    1. Disgraced Former Champion
    1. Ruthless Crime Lord
    1. Corrupt Martial Arts Master
    1. Local Gangs
    1. No antagonist, just a complication

    d8 – Antagonist's Goal

    1. Prove they're the strongest
    1. Gain control over a mystical martial arts technique
    1. Get revenge on a specific character or group
    1. Dominate or destroy the world
    1. Uphold their honor and the tradition of the fight
    1. Steal the characters' life energy to boost their own
    1. Recruit the strongest fighters for their own purposes
    1. Bring chaos and discord through violence

    d10 – Complication

    1. A rival fighter wants to settle a score with one of the player characters.
    1. The authorities are trying to shut down the fight.
    1. An innocent is caught up in the fray and needs protecting.
    1. The characters are being manipulated by a third party.
    1. There's a traitor within the characters' ranks.
    1. The fights are being broadcast to an eager and judgmental audience.
    1. One of the characters' loved ones has been captured by the antagonist.
    1. The antagonist has a secret weapon or advantage in the fight.
    1. The characters must also navigate a challenging environment or obstacle course while fighting.
    1. The characters must deal with infighting and personal disputes in addition to their external challenges.

    d12 – Reward for Victory

    1. A significant cash prize
    1. The respect and adulation of the crowd
    1. A powerful new technique or ability
    1. The right to challenge a legendary fighter
    1. A wish granted by a mystical entity
    1. A priceless artifact of the martial arts world
    1. The freedom of a loved one or ally
    1. Ownership of the fight club or arena
    1. The clearing of a debt or criminal record
    1. A position of leadership or authority
    1. A weapon imbued with mystical power
    1. Uncovering a hidden truth about the martial arts world

    d20 – Unexpected Twist

    1. An ally betrays the party.
    1. The main antagonist was being manipulated.
    1. A previous opponent becomes an ally.
    1. The power of friendship truly does overcome all.
    1. An enemy was just testing the characters and now wants to train them.
    1. The fights were rigged from the beginning.
    1. A sudden change in rules or conditions of the fight.
    1. The crowd becomes part of the battle.
    1. The true antagonist is revealed to be someone the characters trusted.
    1. An ancient prophecy about the ultimate fighter is revealed to involve the characters.
    1. The characters must join forces with the antagonist to face a greater threat.
    1. The fights have caused collateral damage that the characters must deal with.
    1. The characters' actions have awakened an ancient, powerful entity.
    1. A powerful and previously neutral party decides to join the fight.
    1. The entire tournament was a diversion for a bigger plot.
    1. A character's forgotten past comes back to haunt them.
    1. The characters have been scouted and invited to an even larger tournament.
    1. A previous decision the characters made comes back to help or haunt them.
    1. The characters discover an unexpected connection to the antagonist.
    1. The final battle is interrupted by an even bigger threat, forcing everyone to reassess their alliances.

    Locations

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    d20 - Locations

    1. The Rooftops of the City: A high-stakes chase, a stealthy infiltration, or a duel under the moonlight.
    1. Seedy Underground Fight Club: Ideal for illicit fights, gathering information, or proving oneself.
    1. Busy City Marketplace: Perfect for blending into the crowd, pickpocketing, or acquiring supplies.
    1. Ancient Temple Hidden in the City: Good for secret rituals, meeting a sage, or finding a hidden artifact.
    1. The Docks at Night: For shady deals, smuggling, or aquatic threats.
    1. Urban Basketball Court: Can be used for impromptu games to settle disputes, scouting new recruits, or encountering local street gangs.
    1. Abandoned Warehouse: For setting traps, facing off with a gang, or discovering hidden goods.
    1. Opulent Mansion: For a high society party, diplomatic negotiations, or a heist.
    1. Grimy Back-Alley: Suitable for encounters with the underworld, muggings, or secret meetings.
    1. Sprawling City Park: Good for clandestine meetings, catching an assassin, or enjoying a peaceful moment.
    1. Underground Sewers: For navigating beneath the city, battling monstrous creatures, or following a mysterious trail.
    1. Luxurious Bath House/Spa: A place for relaxation, eavesdropping, or even an ambush.
    1. Rowdy Tavern/Inn: Perfect for bar fights, gathering rumors, or meeting new contacts.
    1. Busy Subway Station: Ideal for fast-paced chases, observing people unnoticed, or thwarting criminal activities.
    1. Police Station: Good for reporting crimes, getting arrested, gathering information, or even a daring rescue.
    1. Library or University: The perfect place for research, meeting a scholar, or discovering forbidden knowledge.
    1. Busy City Airport: Perfect for dramatic departures and arrivals, spotting someone in the crowd, or an unexpected encounter.
    1. Local Shrine or Church: Ideal for divine intervention, seeking sanctuary, or confronting a corrupt official.
    1. Street Festival: A scene for distractions, pickpocketing, or assassination attempts in the crowd.
    1. City Graveyard: For grave robbing, confronting undead, or meeting with a secretive contact under the cover of darkness.

    CHALLENGES

    STAT CHALLENGES

    d6 - Strength (STR)

    1. Overpowering a Thug: You must overpower a thug in a test of brute strength.
    1. Boulder Toss: A heavy object blocks your path. You need to move it.
    1. Arm-Wrestling Contest: A challenge is issued at the local pub, your strength is tested in an arm wrestling match.
    1. Breaking Bonds: You have been bound and must break free using pure muscle power.
    1. Holding Back a Door: A group of enemies is pursuing you. Hold the door to buy your companions some time.
    1. Carrying an Injured Ally: An ally is down and you need to carry them to safety.

    d6 - Dexterity (DEX)

    1. Sudden Dodge: An enemy makes a surprise attack. Dodge it.
    1. Acrobatic Feat: You must cross a dangerous terrain (like a field of traps, or a narrow ledge).
    1. Quick Hands: A necessary item is in motion (like a thrown key). You need to catch it.
    1. Sleight of Hand: Steal or plant an item without being noticed.
    1. Graceful Performance: Impress a crowd or a person of interest with a display of physical prowess, like dance or gymnastics.
    1. Stealth: Sneak past a group of enemies or security without being detected.

    d6 - Constitution (CON)

    1. Last One Standing: You're in a contest where the last person on their feet wins. You need to outlast everyone else by withstanding repeated minor attacks or impacts.
    1. Long Haul: You need to carry or push a heavy object for an extended distance.
    1. Endure Harsh Conditions: Survive in an extreme environment (like a desert or frozen tundra).
    1. Hold Breath: Stay underwater or in a smoky/low oxygen environment for a long period of time.
    1. Stamina Test: Outlast your opponent in a grueling test of endurance.
    1. Resist Poison: You've been poisoned and must fight off its effects.

    d6 - Intelligence (INT)

    1. Identify a Pattern: There's a series of symbols, or coded signals. You need to identify the pattern to predict the next occurrence or to understand the hidden message.
    1. Strategic Planning: Devise a battle plan or strategy for a complicated situation.
    1. Decipher a Code: You find a coded message that needs deciphering.
    1. Recall Information: You need to recall a vital piece of information from your past.
    1. Analyze Weakness: Analyze your opponent's fighting style and find a weakness.
    1. Improvise a Device: You must quickly create a useful tool or device from the materials around you.

    d6 - Wisdom (WIS)

    1. Read the Room: Assess a situation or a person's intentions based on non-verbal cues.
    1. Mediation: Resolve a conflict through diplomacy and understanding.
    1. Perception: Notice a hidden door, trap, or an ambushing enemy.
    1. Survival Instincts: Find food and water in a wilderness setting.
    1. Resist Manipulation: See through a deception or resist a mind-control technique.
    1. First Aid: Administer first aid to an injured ally.

    d6 - Charisma (CHA)

    1. Persuasion: Convince a guard to let you through a checkpoint.
    1. Intimidation: Scare off a group of thugs without a fight.
    1. Performance: Put on a show to distract a crowd.
    1. Negotiation: Barter with a merchant for a better deal or vital information.
    1. Infiltration: Pretend to be someone you're not in order to infiltrate an enemy group or location.
    1. Inspiring Speech: Rally your team or an otherwise indifferent crowd to your cause with a rousing speech.

    NPCS

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    MOOKS & BOSSES

    Sometimes you are fighting mooks and thugs (typically 1-5 HP), that are just EASY to hit, and other times fighting bosses (typical 3+ hearts) which might require HARD checks to hit.

    d20 - Typical Thugs

    1. Biker Enforcer: This thug is part of a local motorcycle gang. They’re gruff, brutish, and favor powerful punches.
    1. Street Punk: Quick and cocky, this thug relies on fast strikes and annoying taunts to throw opponents off balance.
    1. Martial Arts Trainee: A student from a rival dojo or gym who has been led astray, eager to prove their worth but lacks experience.
    1. Underground Boxer: This thug used to compete professionally, but was banned for their violent tendencies. They've been brawling in back alleys ever since.
    1. Dishonored Warrior: A fallen martial artist seeking to regain their honor through fights, but their methods have become unscrupulous.
    1. Ex-Military: This thug uses their military training for personal gain. Disciplined and relentless, they’re not afraid to fight dirty if they have to.
    1. Vicious Bouncer: Typically found at the roughest bars and nightclubs, this thug uses their size and intimidation to handle any troublemakers.
    1. Tattooed Bruiser: This thug’s body is covered in tattoos, each one marking a victory in a fight. They are frightening in appearance and in battle.
    1. Gang Enforcer: This thug works for a local crime syndicate and is used to getting what they want through brute force.
    1. Back Alley Brawler: Experienced in street fights, this thug is ruthless, unpredictable, and more than willing to use the environment to their advantage.
    1. Harbor Roughneck: This thug works the docks and uses their experience in handling heavy cargo to deliver powerful blows.
    1. Cage Fighter: A toughened competitor from illegal fight clubs, this thug is used to brutal fights within enclosed spaces.
    1. Quiet Muscle: A silent, intimidating figure who speaks with their fists, not with words. Their size alone is enough to deter most.
    1. Petty Thief: This thug uses their agility and quickness to dodge attacks, throwing quick punches before slipping away.
    1. Parkour Runner: Agile and swift, this thug uses their parkour skills to attack from unexpected angles and escape just as quickly.
    1. Street Performer: A disgraced actor or dancer turned thug, utilizing their performance skills to feign weakness before striking back.
    1. Aggressive Skater: Equipped with their trusty skateboard, this thug uses speed and agility to deliver fast-paced attacks.
    1. Disgraced Athlete: Banned from their sport for unsportsmanlike conduct, this thug brings their competitive spirit (and dirty tricks) to the fight.
    1. Construction Worker: Wielding tools as makeshift weapons, this thug has a hard-hitting, straightforward fighting style.
    1. Feral Survivalist: Living on the fringes of society, this thug fights with a primal, unpredictable style.

    TRAITS & QUIRKS

    d12 - Traits

    1. Commanding: This NPC has a natural air of authority and isn't afraid to take charge of situations.
    1. Shy: This NPC is reserved, often preferring to listen rather than speak.
    1. Charming: This NPC has a natural charisma and is easily likeable.
    1. Suspicious: This NPC is always on their guard and finds it hard to trust others.
    1. Optimistic: This NPC always looks on the bright side and has a positive attitude.
    1. Pessimistic: This NPC is the opposite, always expecting the worst outcome.
    1. Eccentric: This NPC has some unconventional ideas or habits that make them stand out.
    1. Aggressive: This NPC is quick to anger and likes to solve problems with their fists.
    1. Calm: This NPC remains composed in stressful situations and seldom loses their cool.
    1. Stubborn: This NPC is set in their ways and refuses to change their mind easily.
    1. Generous: This NPC is always willing to share and help others in need.
    1. Secretive: This NPC is always keeping secrets and is often vague or evasive.

    d12 - Quirks

    1. Superstitious: The NPC believes in omens, lucky charms, and various superstitions.
    1. Talks in third person: The NPC always refers to themselves in the third person.
    1. Whispers to an imaginary friend: The NPC often seems to converse with someone who isn't there.
    1. Constantly fidgeting: The NPC can't sit still and always needs to be doing something with their hands.
    1. Loud laugher: When the NPC laughs, it's hearty and can be heard from a distance.
    1. Collects odd things: The NPC has a collection of strange or seemingly worthless items.
    1. Never makes eye contact: The NPC always seems to be looking elsewhere when speaking.
    1. Often hums a tune: The NPC frequently hums a melody, sometimes subconsciously.
    1. Speaks in riddles or rhymes: The NPC often communicates in a puzzling manner.
    1. Afraid of animals: Even the smallest creatures seem to frighten this NPC.
    1. Always eats a specific food: The NPC has a particular food they're always snacking on.
    1. Obsessed with cleanliness: The NPC is constantly cleaning or straightening things around them.

    QUICK NPCS

    1. Rocco "The Rhino" Russo: A brawny boxer with a mean right hook and unyielding stamina.
    1. Li Mei: An agile martial artist skilled in Wing Chun, whose speed and precision are unmatched.
    1. "Scorching" Santiago Ramirez: A hot-tempered luchador known for his fiery theatrics and devastating grapples.
    1. Freya "Frostbite" Njordson: A cold and calculated MMA fighter who is as tough as the icy lands she hails from.
    1. Dmitri "The Dynamo" Kuznetsov: A Sambo champion with a lightning-fast striking style and an unyielding grip.
    1. Akio "The Dragon" Tanaka: A master of Kyokushin Karate, his disciplined style and powerful strikes are legendary.
    1. Nandi "The Spider" Sharma: An elegant practitioner of Kalaripayattu, her movements are as mesmerizing as they are deadly.
    1. Jean-Paul "The Juggernaut" Dupont: A relentless Savate fighter whose kicks come with the force of a freight train.
    1. Rashida "The Cobra" Amin: A fearless Muay Thai fighter who strikes with the speed and precision of a snake.
    1. Marcus "Iron Fist" Williams: A stoic and disciplined Karate black belt known for his iron will and unbreakable defense.
    1. Valentina "The Valkyrie" Ivanova: A towering woman who excels at Combat Sambo, intimidating her foes with her size and skill.
    1. Elijah "The Eagle" Turner: A high-flying pro wrestler known for his acrobatic moves and daredevil antics.
    1. Chen "The Tiger" Wu: A fearless and aggressive Sanda fighter who always pushes the offense.
    1. Hafsa "The Scorpion" Al-Zahra: A fierce and formidable practitioner of Pencak Silat, striking with the speed and danger of a desert scorpion.
    1. Miguel "The Matador" Torres: A charismatic and showy Capoeira fighter who dances around his opponents.
    1. Onyeka "The Panther" Azubuike: A formidable Dambe boxer known for his powerful punches and quick reflexes.
    1. Amara "The Siren" Silva: A tricky and deceptive practitioner of Brazilian Jiu-Jitsu, luring her opponents into complex traps and submissions.
    1. Tommy "Two-Ton" O'Shea: A hulking Sumo wrestler whose raw power and size makes him a formidable adversary.
    1. "Rapid" Rekha Patel: A lightning-fast Kickboxer known for her rapid-fire combos.
    1. Adelaide "The Aussie Tornado" Baxter: A tough-as-nails rugby player turned MMA fighter, known for her tenacity and raw strength.

    SOCIAL COMBAT

    Mid-combat banter and taunting play a significant role in setting the tone and personality of the characters, as well as adding a layer of theatricality and drama to the fights. This banter can serve to highlight a character's confidence, arrogance, humor, anger, or any number of other traits. These events and social interactions are also is used to raise the stakes, and build on character’s story arcs in new and exciting ways.

    d12 - Dramatic Entrances

    1. Through the skylight: Suddenly, you crash down through a glass skylight, showering the room with shards as you land on your feet.
    1. A cool motorcycle entrance: You speed into the scene on a roaring motorcycle, skidding to a halt with an impressive spray of sparks.
    1. In a blaze of lights: A spotlight suddenly turns on, revealing your silhouette in a blinding blaze of lights.
    1. Through a wall: With a thunderous crash, you burst through a wall or large window, surprising everyone in the room.
    1. Descending from a helicopter: The thumping of helicopter blades is heard, and you descend dramatically from a rope ladder.
    1. Explosive entrance: A minor explosion causes distraction, and as the smoke clears, you're standing in the doorway.
    1. Silhouetted in the doorway: The door bursts open to reveal your silhouette against a bright light outside.
    1. Grand musical entrance: Music starts playing from nowhere, and you step into the scene following the rhythm.
    1. Suddenly in the crowd: The camera pans across a crowd, finally resting on you, having blended in until now.
    1. In disguise: You remove a disguise (like a waiter's uniform or mask) to reveal your true identity, surprising everyone.
    1. Teleportation or smoke bomb: You appear in a flash of light or puff of smoke, instantly grabbing attention.
    1. Riding a wave: In a coastal setting, you could surf a huge wave onto the scene, then leap off your board onto the beach.

    d20 - Kicking things off — Pre-combat quips for Enemies

    1. "You look like you're all talk. Time to see if there's anything behind it."
    1. "I've been waiting for this. Let's see if you're worth the hype."
    1. "Hope you're ready for a lesson in humility."
    1. "You may be strong, but strength isn't everything."
    1. "I'm not impressed. Show me what you've got."
    1. "This won't take long. I've got a lunch reservation to keep."
    1. "I'm not in the mood for jokes. Let's just get this over with."
    1. "Your reputation precedes you. Too bad it won't help you here."
    1. "You think you can beat me? That's cute."
    1. "I've beaten bigger and stronger than you. You're just another stepping stone."
    1. "You should've stayed home. This won't end well for you."
    1. "Ready to dance? I'll lead."
    1. "You've met your match. Trust me."
    1. "You're about to see what real power looks like."
    1. "You're not even a warm-up for me."
    1. "I hope you brought your A-game. You're going to need it."
    1. "Save your breath. You'll need it to scream."
    1. "Don't feel bad. Everyone has their limits."
    1. "You're going to wish you never stepped in the ring with me."
    1. "This is the part where you start praying."

    d20 - Not so fastMid-Battle Boasts and Effects

    1. "Still standing? I'm impressed... sort of." Player Characters RECOVER CON HP.
    1. "You fight like a rookie. Do you need a timeout?" Defend CHA or take d6 damage.
    1. "I thought you'd be tougher. This is disappointing." Defend CON or take d6 damage.
    1. "You're slow! I can read your moves like a book." This round of ATTACKs are HARD.
    1. "Come on, at least make this a challenge!" This round of DEFENSE are HARD.
    1. "Are you even trying? This is too easy." Only WIS attacks can hurt the foe this round.
    1. "You're going to need to do better than that!" Only INT attacks can hurt the foe this round.
    1. "You're out of your league. Surrender now and save yourself the embarrassment." Defend CHA or lose actions this round.
    1. "I'm starting to feel bad. This is like beating a punching bag." Defend INT or lose actions this round.
    1. "You call that a hit? My grandma punches harder!" Next rounds of EFFORT get no bonuses.
    1. "You're about as threatening as a kitten." STR checks are HARD this round.
    1. "Looks like you're struggling. Need me to slow down?" Opponent goes first.
    1. "I've had more challenging fights in my sleep." Foe gains an extra attack this round.
    1. "This is your best? I've fought shadows tougher than you." Defend WIS or go last in round.
    1. "Is it too late to give up? Because you really should." Defend CHA or go last in round.
    1. "You're not living up to the hype. What a letdown." This round of ATTACKs and DEFENSE are HARD.
    1. "I'm not even sweating. Can we speed this up?" Foe goes first, and gains an extra attack this round.
    1. "Do you need a break? You're looking a little tired." Defend CON or take d6 damage and lose actions this round.
    1. "I expected more. But it looks like this is all you have." The enemy's next successful attack deals additional ULTIMATE damage.
    1. "Is that all you've got? I'm just getting warmed up." Foe RECOVERs all HP.
     
    After stakes have been raised roll a d4, in that many turns the stakes something dramatic will change the battlefield

    d20 - Turning up the heat! — Dynamic Battle Events

    1. (N/A) The walls of the arena begin to close in, shrinking the available fighting space.
    1. (N/A) A swarm of small, harmless creatures suddenly floods the area, creating chaos.
    1. (N/A) An unexpected ally (or enemy) suddenly jumps into the fray.
    1. (N/A) A portion of the arena wall collapses, opening up the area to the outside environment.
    1. (N/A) Parts of the arena become charged with electricity, threatening to shock those who come into contact with it.
    1. (STR) The ground starts to shake, making it difficult to keep balance.
    1. (STR) Powerful gusts of wind begin, pushing characters around the arena.
    1. (DEX) The floor beneath you starts to crack and crumble, creating uneven footing.
    1. (DEX) An area of the arena floor becomes super slippery, causing anyone who steps on it to slide uncontrollably.
    1. (DEX) The ceiling starts to drop slowly, threatening to crush anyone who doesn't evade.
    1. (CON) The temperature in the arena starts to rise rapidly or drop severely.
    1. (CON) A smoke bomb is dropped, obscuring vision and potentially causing coughing or choking.
    1. (CON) A sudden downpour of rain (or hail) makes visibility and footing difficult.
    1. (INT) An explosion in the distance distracts everyone for a moment.
    1. (INT) The arena begins to rotate, shifting the battleground and potentially causing disorientation.
    1. (WIS) The lights in the arena suddenly go out, plunging everything into darkness.
    1. (WIS) A spectator throws a foreign object into the arena.
    1. (WIS) A loud, disorienting noise echoes through the arena, potentially stunning those who hear it.
    1. (CHA) An enormous spotlight focuses on one character at a time, potentially blinding them or making them a bigger target.
    1. (CHA) A group of spectators suddenly begin cheering or booing

    d20 - This is not over… — Enemy Defeated Lines

    1. "You got lucky. Don't get too comfortable."
    1. "So you're stronger than I thought... interesting."
    1. "I underestimated you. It won't happen again."
    1. "You've won this round, but the war isn't over yet."
    1. "I may have lost, but I'm far from beaten."
    1. "Congratulations, you've earned my respect."
    1. "Next time, things will be different. Count on it."
    1. "I've been defeated before. It only fuels my fire."
    1. "Good fight. I'll be coming back stronger."
    1. "Don't get too cocky. Everyone has a bad day."
    1. "You're better than I gave you credit for. Enjoy this victory."
    1. "You think this is the end? I'm just getting started."
    1. "Well played. But this isn't over."
    1. "You're going to wish you finished me off when you had the chance."
    1. "I can't believe I lost to you. This isn't over."
    1. "You've made a powerful enemy today."
    1. "Remember this moment. It won't happen again."
    1. "You've got potential. I'll make sure to crush it next time."
    1. "I've learned a lot from this. Thanks for the lesson."
    1. "Laugh while you can. I'll have my revenge."

    d20 - Fail Forward Mechanisms

    1. The characters are captured and must escape from enemy territory, deepening their involvement in the conflict.
    1. An important item is stolen from the characters, prompting a recovery mission.
    1. The characters' actions inadvertently lead to an enemy gaining a new power or ally.
    1. A beloved NPC is kidnapped or put in danger because of the characters' failure.
    1. The characters' defeat is broadcast or publicized, damaging their reputation and making them a target for other fighters.
    1. A key location is destroyed or seized by the enemy, altering the game world and the balance of power.
    1. An enemy they failed to defeat comes back stronger and more prepared.
    1. A powerful potential ally now sees the characters as unreliable or unworthy, and they must prove themselves.
    1. The failure causes a rift or conflict within the party that they must resolve.
    1. The enemy launches a successful operation while the characters are recovering, progressing their evil plan.
    1. The characters' defeat allows a darker power or greater threat to emerge.
    1. The failure causes the characters to be haunted by their defeat, leading to personal quests for redemption.
    1. The defeat leads to a significant change in the game world's politics or faction standings.
    1. The failure causes an important event (like a key meeting, ritual, or battle) to occur without the characters' involvement.
    1. The characters are betrayed by an ally who was disillusioned by their failure.
    1. The characters wake up in a strange place with no memory of how they got there.
    1. The characters are framed for a crime they didn't commit as a result of their failure.
    1. The characters are stripped of their gear or powers, forcing them to start from scratch or find a new approach.
    1. The characters' defeat results in a significant personal loss, sparking a quest for revenge.
    1. The enemy uses the characters' defeat as a propaganda tool, increasing their own stature and resources.

    MORE RANDOM THINGS

    d12 - Clues

    1. A dropped matchbook from a popular local bar where the next major event is taking place.
    1. An overheard phone conversation where someone mentions a rendezvous point or an important meeting.
    1. A cryptic graffiti tag that points to a certain location within the city.
    1. A flyer for an underground fight happening later that night.
    1. A mysterious text message found on a discarded cell phone.
    1. A photo taken recently, showing an important character at a specific location.
    1. A stolen purse or wallet that contains a locker key for a local gym or bus station.
    1. An anonymous tip sent to a character's email, hinting at an upcoming event.
    1. A torn piece of a map or blueprint leading to an interesting location.
    1. An intercepted transmission that reveals the time and place of an important exchange.
    1. A hastily discarded letter or note containing instructions or an address.
    1. A coded message in a personal ad or social media post that, once decoded, reveals the next location.
    1. Graffiti Mural: A large and intricate graffiti mural, providing a cryptic hint towards a location or person of importance.
    1. Anonymous Text: A mysterious text message from an unknown number, hinting at upcoming events or warning of danger.
    1. Torn Flyer: A piece of a flyer or poster, pointing to a local event or location that could be related to the plot.
    1. Lost Wallet: A lost wallet with ID, hinting at a person of interest or potential ally or adversary.
    1. Hidden Blueprint: A hidden architectural plan of a local building, pointing towards a possible target or hideout.
    1. Discarded Syringe: A hint towards a local drug problem, possible trafficking, or a certain type of poison.
    1. Unusual Coin: A coin not from this city, hinting towards foreign involvement or a larger conspiracy.
    1. Subway Map: A subway map with a specific location circled or route marked, hinting at a destination or journey.
    1. Tattoo Design: A specific gang or group's tattoo design found on a piece of paper, hinting at who may be involved in the plot.
    1. Enigmatic Voicemail: A saved voicemail message hinting at a future event, a past incident, or a particular person.
    1. Locker Key: A key to a locker in a local gym, train station, or school, possibly containing more clues or important items.
    1. Tagger's Signature: The unique signature of a local graffiti artist, hinting at a certain territory or affiliation.
    1. Cryptic Diary Entry: A page from someone's diary, giving hints about personal motivations, hidden locations, or upcoming plans.
    1. Street Vendor's Tip: Overheard gossip or direct hint from a regular street vendor about suspicious activities or individuals.
    1. Broken CCTV Footage: A snippet of surveillance footage showing a blurry figure or action of interest.
    1. Police Radio Chatter: Intercepted radio chatter from local law enforcement, providing intel on police movements or important incidents.
    1. Battered Newspaper: A local newspaper with a specific article circled or highlighted, hinting at a recent event or public figure.
    1. Lost Cellphone: A phone with cryptic texts or a call log that could hint at allies, enemies, or upcoming events.
    1. Pawn Shop Receipt: A receipt for a pawned item that is unusual or specific, possibly connected to a crime or person of interest.
    1. Secret Message: A coded message, requiring decryption to reveal its meaning, possibly hinting at a future event or revealing a dark secret.
    1. Burned Photo: A partially burned photo showing a location or person that could be relevant to your mission.
    1. Mysterious Package: A package addressed to someone, possibly containing important items or documents.
    1. Inscription on a Wall: An enigmatic message etched into a wall in an alleyway or under a bridge.
    1. Tagged Map: A city map tagged with specific marks or symbols only decipherable to the local gang or faction.
    1. Anonymous Letter: A letter warning of a plot or revealing a secret, with no return address.
    1. Abandoned Flash Drive: Contains encrypted files that need to be cracked, potentially revealing important information.
    1. Altered Bus Schedule: A bus schedule with certain times and routes highlighted, possibly signaling secret meetings.
    1. Discarded Matchbook: A matchbook from a local establishment that might serve as a front for illicit activities.
    1. Gang Bandana: A specific color or pattern signaling affiliation to a particular street gang.
    1. Digital Tracker: A tiny device meant to track someone's movements, indicating they're a person of interest.
    1. Customized Skateboard: Deck art may signal a specific group or message.
    1. Lucky Lottery Ticket: A winning ticket that the owner is unaware of, possibly a motive for conflict.
    1. Underground Fight Poster: Advertising an illegal street fight, hinting at the involvement of local gangs or criminals.
    1. Stray Dog: A seemingly stray dog that keeps showing up, possibly trained to lead someone to a specific location.
    1. Misplaced Library Book: A book found far from any library, hinting at specific knowledge or location.
    1. Forgotten Hip Flask: A flask with a unique symbol or crest, pointing towards a specific group or person.
    1. Aerial Drone: A crashed or lost drone, possibly used for surveillance by a party of interest.
    1. Concert Ticket: A ticket to a local gig, hinting at a meeting place or event of interest.
    1. Roll of Film: Unprocessed film that once developed, reveals important images.
    1. Sealed Envelope: Containing a private message, legal document, or other significant paper trail.

    d12 - Random Distractions

    1. Blackout: All the lights in the city go out, causing confusion and chaos.
    1. Street Parade: A sudden street parade blocks the main road, forcing detours or creating an impromptu audience for a fight.
    1. Flash Mob: A flash mob breaks out, potentially serving as cover for a fight or causing a distraction.
    1. Traffic Jam: An unexplained traffic jam prevents any vehicles from moving.
    1. Police Raid: The police suddenly raid a nearby building, creating confusion and potential danger.
    1. Street Fair: A local street fair creates a festive atmosphere, full of potential bystanders.
    1. Fire Alarm: A fire alarm in a building causes an evacuation, emptying a building or filling the streets.
    1. Street Race: A sudden illegal street race roars down the city streets.
    1. News Broadcast: A news crew appears to report on an event, possibly catching the action live.
    1. Power Surge: A sudden power surge causes lights to flicker and possibly shut down security systems.
    1. Unexpected Rain: A sudden downpour creates slick streets and reduced visibility.
    1. Building Demolition: A planned demolition causes a building to crumble, filling the area with dust and debris.

    d12 - Random Props

    1. Car Alarms: Sudden loud noises can cause distractions or cover for other sounds.
    1. Fire Hydrant: A burst fire hydrant can create a slippery surface or provide a water source.
    1. Scaffolding: Unstable structures can fall or be climbed, providing different levels for combat.
    1. Traffic Lights: Traffic lights can control the flow of vehicles and possibly be used as a makeshift weapon.
    1. Dumpster: A large, movable object that can provide cover or be tipped over to spill rubbish.
    1. Manhole: An open manhole could lead to the sewers or simply pose a tripping hazard.
    1. Steam Vents: They can provide visual cover and potential minor burn damage.
    1. Electrical Box: Messing with it can cause a blackout or a dangerous electrical surge.
    1. Construction Barriers: They can impede movement or be used as cover.
    1. Stall or Kiosk: Temporary structures such as food stalls or newsstands can be tipped over or used for cover.
    1. Motorcycles/Cars: They can explode if damaged, or be used as fast moving, risky cover.
    1. Neon Signs: Can fall or explode in a shower of sparks, providing flashy danger.

    d12 Random Performances

    1. Breakdance Battle: The character is challenged to a breakdance battle in a crowded park or subway station.
    1. Karaoke Contest: The character must impress a crowd at a local karaoke bar.
    1. Busking Competition: The character is in an informal contest with other street performers to win the most tips.
    1. Street Art: The character must create an impressive piece of street art with limited resources.
    1. Fashion Show: The character must strut their stuff on the runway in a fashion show.
    1. Drum Circle: The character must keep the beat in a spontaneous drum circle.
    1. Cook-Off: The character is in a cooking contest where presentation and taste are equally important.
    1. Impersonation Challenge: The character must convincingly impersonate a celebrity or public figure.
    1. Stand-Up Comedy: The character must get laughs in a tough room during an open mic night.
    1. Magic Show: The character needs to perform a magic trick that impresses a skeptical audience.
    1. Graffiti Tag: The character must leave their stylish tag in a high-visibility location without getting caught.
    1. Bartending Show: The character has to impress patrons with flair bartending, juggling bottles and mixing drinks with style.

    d20 - Reasons to Fumble

    1. Bad Luck: Sometimes, things just don’t go your way.
    1. Phone call: An unexpected call at the worst moment.
    1. Slippery Surface: The ground under your feet is slick with water, oil, or some other substance.
    1. Indigestion: You suddenly have realize all that food last night was not a good idea.
    1. Incorrect Assessment: You misjudged distance, timing, or the situation.
    1. Physical Obstacle: Something got in your way at the last moment.
    1. Poor Visibility: Dust, smoke, fog, or other environmental factors impaired your vision.
    1. Lost Grip: Your weapon or tool slipped from your hand.
    1. Unexpected Wind: A sudden gust of wind blew just as you were making your move.
    1. Physical Discomfort: A sudden cramp or ache made you flinch.
    1. Nervousness: The pressure of the moment got to you.
    1. Clothing Malfunction: Your clothing got in the way or tripped you up.
    1. Miscalculation: Your aim was off, or you misunderstood the situation.
    1. Momentary Confusion: You got your own strategy or plans mixed up.
    1. Disturbing Noise: A loud noise startled you.
    1. Unexpected Movement: Your opponent moved unpredictably.
    1. Emotional Distraction: Your mind was occupied by fear, anger, or other emotions.
    1. Physical Exhaustion: Fatigue caused your normally reliable skills to falter.
    1. Blinding Light: The sun, a bright light, or a sudden flash impaired your vision.
    1. Illness or Injury: A pre-existing illness or injury acted up at the worst time.