GM TOOLSTRANSITIONSd6 BRAWN transitionsd6 AGILITY transitionsd6 CUNNING transitionsd6 WILL transitionsd6 Findsd6 ComplicationsADVENTURE GENERATORd3 - Themed4 - Time of dayd6 – Main Antagonistd8 – Antagonist's Goald10 – Complicationd12 – Reward for Victoryd20 – Unexpected TwistLocationsd20 - LocationsCHALLENGESSTAT CHALLENGESd6 - Strength (STR)d6 - Dexterity (DEX)d6 - Constitution (CON)d6 - Intelligence (INT)d6 - Wisdom (WIS)d6 - Charisma (CHA)NPCSMOOKS & BOSSESd20 - Typical ThugsTRAITS & QUIRKSd12 - Traitsd12 - QuirksQUICK NPCSSOCIAL COMBATd12 - Dramatic Entrances d20 - Kicking things off — Pre-combat quips for Enemiesd20 - Not so fast — Mid-Battle Boasts and Effectsd20 - Turning up the heat! — Dynamic Battle Eventsd20 - This is not over… — Enemy Defeated Linesd20 - Fail Forward MechanismsMORE RANDOM THINGSd12 - Cluesd12 - Random Distractionsd12 - Random Propsd12 Random Performancesd20 - Reasons to Fumble
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.
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
- Climb a Building: Scale a tall structure to reach the rooftop, providing a vantage point for the next scene.
- Clear Rubble: An explosion or collapsed building blocks your path. You must clear a path through the debris to proceed.
- Force Open Doors: A locked door bars your progress. You must break it down to continue.
- Cross a Rapid River: A fast-moving river blocks your way, requiring strength and stamina to safely cross.
- Breach a Wall: Use brute force to make your own entrance through a weak spot in a building or wall.
- 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.
- Crowded Street: Push through a crowd.
- 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
- Dodge Traffic: Navigate a busy highway or bustling city streets on foot.
- Rooftop Chase: Leap from rooftop to rooftop in pursuit or to escape pursuers.
- Navigate a Maze: Find your way through a complex network of alleyways or tunnels.
- Avoid Detection: Stealthily move past guards or surveillance to reach your objective.
- Scale a Fence: Quickly climb over a high, sharp, or electrified barrier.
- Sprint through a Market: Dash through a crowded market without knocking over stalls or causing a scene.
- Local Parade:
- 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
- Hack a Security System: Access a building or area by bypassing digital security measures.
- Blend into a Crowd: Go unnoticed in a large group of people to avoid drawing attention.
- Decipher Code: Decode a cryptic message or complex lock to advance.
- Create a Diversion: Devise a plan to distract guards or crowds.
- Follow Tracks: Use your perception to follow a trail or footprints.
- Navigate the Underworld: Negotiate, bribe, or bluff your way through a criminal underworld or gang territory.
- Hard to find Address: Find a particular address that is not easy to find
- 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
- Resist Interrogation: Maintain your composure and avoid revealing information under questioning.
- Endure Harsh Conditions: Continue on despite severe weather, fatigue, or harsh environmental conditions.
- Overcome Fear: Face a phobia or intensely frightening situation to proceed.
- Resist Temptation: Avoid succumbing to a tempting but dangerous or unwise course of action.
- Maintain a Disguise: Keep up a convincing disguise or act over an extended period.
- 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
- CLOTHING finding
- GEAR finding
- STREET FOOD
- NPC
- Arrive EARLY is the scene has a TIMER increase by 1, or reduce TARGET by 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
- Got hurt. Starts scene with a loss of d4 HP
- Dispirited. Lose d4 POWER
- 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
- Morning
- Afternoon
- Night
d4 - Time of day
- Morning
- Afternoon
- Evening
- Night
d6 – Main Antagonist
- Disgraced Former Champion
- Ruthless Crime Lord
- Corrupt Martial Arts Master
- Local Gangs
- No antagonist, just a complication
d8 – Antagonist's Goal
- Prove they're the strongest
- Gain control over a mystical martial arts technique
- Get revenge on a specific character or group
- Dominate or destroy the world
- Uphold their honor and the tradition of the fight
- Steal the characters' life energy to boost their own
- Recruit the strongest fighters for their own purposes
- Bring chaos and discord through violence
d10 – Complication
- A rival fighter wants to settle a score with one of the player characters.
- The authorities are trying to shut down the fight.
- An innocent is caught up in the fray and needs protecting.
- The characters are being manipulated by a third party.
- There's a traitor within the characters' ranks.
- The fights are being broadcast to an eager and judgmental audience.
- One of the characters' loved ones has been captured by the antagonist.
- The antagonist has a secret weapon or advantage in the fight.
- The characters must also navigate a challenging environment or obstacle course while fighting.
- The characters must deal with infighting and personal disputes in addition to their external challenges.
d12 – Reward for Victory
- A significant cash prize
- The respect and adulation of the crowd
- A powerful new technique or ability
- The right to challenge a legendary fighter
- A wish granted by a mystical entity
- A priceless artifact of the martial arts world
- The freedom of a loved one or ally
- Ownership of the fight club or arena
- The clearing of a debt or criminal record
- A position of leadership or authority
- A weapon imbued with mystical power
- Uncovering a hidden truth about the martial arts world
d20 – Unexpected Twist
- An ally betrays the party.
- The main antagonist was being manipulated.
- A previous opponent becomes an ally.
- The power of friendship truly does overcome all.
- An enemy was just testing the characters and now wants to train them.
- The fights were rigged from the beginning.
- A sudden change in rules or conditions of the fight.
- The crowd becomes part of the battle.
- The true antagonist is revealed to be someone the characters trusted.
- An ancient prophecy about the ultimate fighter is revealed to involve the characters.
- The characters must join forces with the antagonist to face a greater threat.
- The fights have caused collateral damage that the characters must deal with.
- The characters' actions have awakened an ancient, powerful entity.
- A powerful and previously neutral party decides to join the fight.
- The entire tournament was a diversion for a bigger plot.
- A character's forgotten past comes back to haunt them.
- The characters have been scouted and invited to an even larger tournament.
- A previous decision the characters made comes back to help or haunt them.
- The characters discover an unexpected connection to the antagonist.
- The final battle is interrupted by an even bigger threat, forcing everyone to reassess their alliances.
Locations
d20 - Locations
- The Rooftops of the City: A high-stakes chase, a stealthy infiltration, or a duel under the moonlight.
- Seedy Underground Fight Club: Ideal for illicit fights, gathering information, or proving oneself.
- Busy City Marketplace: Perfect for blending into the crowd, pickpocketing, or acquiring supplies.
- Ancient Temple Hidden in the City: Good for secret rituals, meeting a sage, or finding a hidden artifact.
- The Docks at Night: For shady deals, smuggling, or aquatic threats.
- Urban Basketball Court: Can be used for impromptu games to settle disputes, scouting new recruits, or encountering local street gangs.
- Abandoned Warehouse: For setting traps, facing off with a gang, or discovering hidden goods.
- Opulent Mansion: For a high society party, diplomatic negotiations, or a heist.
- Grimy Back-Alley: Suitable for encounters with the underworld, muggings, or secret meetings.
- Sprawling City Park: Good for clandestine meetings, catching an assassin, or enjoying a peaceful moment.
- Underground Sewers: For navigating beneath the city, battling monstrous creatures, or following a mysterious trail.
- Luxurious Bath House/Spa: A place for relaxation, eavesdropping, or even an ambush.
- Rowdy Tavern/Inn: Perfect for bar fights, gathering rumors, or meeting new contacts.
- Busy Subway Station: Ideal for fast-paced chases, observing people unnoticed, or thwarting criminal activities.
- Police Station: Good for reporting crimes, getting arrested, gathering information, or even a daring rescue.
- Library or University: The perfect place for research, meeting a scholar, or discovering forbidden knowledge.
- Busy City Airport: Perfect for dramatic departures and arrivals, spotting someone in the crowd, or an unexpected encounter.
- Local Shrine or Church: Ideal for divine intervention, seeking sanctuary, or confronting a corrupt official.
- Street Festival: A scene for distractions, pickpocketing, or assassination attempts in the crowd.
- City Graveyard: For grave robbing, confronting undead, or meeting with a secretive contact under the cover of darkness.
CHALLENGES
STAT CHALLENGES
d6 - Strength (STR)
- Overpowering a Thug: You must overpower a thug in a test of brute strength.
- Boulder Toss: A heavy object blocks your path. You need to move it.
- Arm-Wrestling Contest: A challenge is issued at the local pub, your strength is tested in an arm wrestling match.
- Breaking Bonds: You have been bound and must break free using pure muscle power.
- Holding Back a Door: A group of enemies is pursuing you. Hold the door to buy your companions some time.
- Carrying an Injured Ally: An ally is down and you need to carry them to safety.
d6 - Dexterity (DEX)
- Sudden Dodge: An enemy makes a surprise attack. Dodge it.
- Acrobatic Feat: You must cross a dangerous terrain (like a field of traps, or a narrow ledge).
- Quick Hands: A necessary item is in motion (like a thrown key). You need to catch it.
- Sleight of Hand: Steal or plant an item without being noticed.
- Graceful Performance: Impress a crowd or a person of interest with a display of physical prowess, like dance or gymnastics.
- Stealth: Sneak past a group of enemies or security without being detected.
d6 - Constitution (CON)
- 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.
- Long Haul: You need to carry or push a heavy object for an extended distance.
- Endure Harsh Conditions: Survive in an extreme environment (like a desert or frozen tundra).
- Hold Breath: Stay underwater or in a smoky/low oxygen environment for a long period of time.
- Stamina Test: Outlast your opponent in a grueling test of endurance.
- Resist Poison: You've been poisoned and must fight off its effects.
d6 - Intelligence (INT)
- 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.
- Strategic Planning: Devise a battle plan or strategy for a complicated situation.
- Decipher a Code: You find a coded message that needs deciphering.
- Recall Information: You need to recall a vital piece of information from your past.
- Analyze Weakness: Analyze your opponent's fighting style and find a weakness.
- Improvise a Device: You must quickly create a useful tool or device from the materials around you.
d6 - Wisdom (WIS)
- Read the Room: Assess a situation or a person's intentions based on non-verbal cues.
- Mediation: Resolve a conflict through diplomacy and understanding.
- Perception: Notice a hidden door, trap, or an ambushing enemy.
- Survival Instincts: Find food and water in a wilderness setting.
- Resist Manipulation: See through a deception or resist a mind-control technique.
- First Aid: Administer first aid to an injured ally.
d6 - Charisma (CHA)
- Persuasion: Convince a guard to let you through a checkpoint.
- Intimidation: Scare off a group of thugs without a fight.
- Performance: Put on a show to distract a crowd.
- Negotiation: Barter with a merchant for a better deal or vital information.
- Infiltration: Pretend to be someone you're not in order to infiltrate an enemy group or location.
- Inspiring Speech: Rally your team or an otherwise indifferent crowd to your cause with a rousing speech.
NPCS
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
- Biker Enforcer: This thug is part of a local motorcycle gang. They’re gruff, brutish, and favor powerful punches.
- Street Punk: Quick and cocky, this thug relies on fast strikes and annoying taunts to throw opponents off balance.
- Martial Arts Trainee: A student from a rival dojo or gym who has been led astray, eager to prove their worth but lacks experience.
- Underground Boxer: This thug used to compete professionally, but was banned for their violent tendencies. They've been brawling in back alleys ever since.
- Dishonored Warrior: A fallen martial artist seeking to regain their honor through fights, but their methods have become unscrupulous.
- 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.
- Vicious Bouncer: Typically found at the roughest bars and nightclubs, this thug uses their size and intimidation to handle any troublemakers.
- 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.
- Gang Enforcer: This thug works for a local crime syndicate and is used to getting what they want through brute force.
- Back Alley Brawler: Experienced in street fights, this thug is ruthless, unpredictable, and more than willing to use the environment to their advantage.
- Harbor Roughneck: This thug works the docks and uses their experience in handling heavy cargo to deliver powerful blows.
- Cage Fighter: A toughened competitor from illegal fight clubs, this thug is used to brutal fights within enclosed spaces.
- Quiet Muscle: A silent, intimidating figure who speaks with their fists, not with words. Their size alone is enough to deter most.
- Petty Thief: This thug uses their agility and quickness to dodge attacks, throwing quick punches before slipping away.
- Parkour Runner: Agile and swift, this thug uses their parkour skills to attack from unexpected angles and escape just as quickly.
- Street Performer: A disgraced actor or dancer turned thug, utilizing their performance skills to feign weakness before striking back.
- Aggressive Skater: Equipped with their trusty skateboard, this thug uses speed and agility to deliver fast-paced attacks.
- Disgraced Athlete: Banned from their sport for unsportsmanlike conduct, this thug brings their competitive spirit (and dirty tricks) to the fight.
- Construction Worker: Wielding tools as makeshift weapons, this thug has a hard-hitting, straightforward fighting style.
- Feral Survivalist: Living on the fringes of society, this thug fights with a primal, unpredictable style.
TRAITS & QUIRKS
d12 - Traits
- Commanding: This NPC has a natural air of authority and isn't afraid to take charge of situations.
- Shy: This NPC is reserved, often preferring to listen rather than speak.
- Charming: This NPC has a natural charisma and is easily likeable.
- Suspicious: This NPC is always on their guard and finds it hard to trust others.
- Optimistic: This NPC always looks on the bright side and has a positive attitude.
- Pessimistic: This NPC is the opposite, always expecting the worst outcome.
- Eccentric: This NPC has some unconventional ideas or habits that make them stand out.
- Aggressive: This NPC is quick to anger and likes to solve problems with their fists.
- Calm: This NPC remains composed in stressful situations and seldom loses their cool.
- Stubborn: This NPC is set in their ways and refuses to change their mind easily.
- Generous: This NPC is always willing to share and help others in need.
- Secretive: This NPC is always keeping secrets and is often vague or evasive.
d12 - Quirks
- Superstitious: The NPC believes in omens, lucky charms, and various superstitions.
- Talks in third person: The NPC always refers to themselves in the third person.
- Whispers to an imaginary friend: The NPC often seems to converse with someone who isn't there.
- Constantly fidgeting: The NPC can't sit still and always needs to be doing something with their hands.
- Loud laugher: When the NPC laughs, it's hearty and can be heard from a distance.
- Collects odd things: The NPC has a collection of strange or seemingly worthless items.
- Never makes eye contact: The NPC always seems to be looking elsewhere when speaking.
- Often hums a tune: The NPC frequently hums a melody, sometimes subconsciously.
- Speaks in riddles or rhymes: The NPC often communicates in a puzzling manner.
- Afraid of animals: Even the smallest creatures seem to frighten this NPC.
- Always eats a specific food: The NPC has a particular food they're always snacking on.
- Obsessed with cleanliness: The NPC is constantly cleaning or straightening things around them.
QUICK NPCS
- Rocco "The Rhino" Russo: A brawny boxer with a mean right hook and unyielding stamina.
- Li Mei: An agile martial artist skilled in Wing Chun, whose speed and precision are unmatched.
- "Scorching" Santiago Ramirez: A hot-tempered luchador known for his fiery theatrics and devastating grapples.
- Freya "Frostbite" Njordson: A cold and calculated MMA fighter who is as tough as the icy lands she hails from.
- Dmitri "The Dynamo" Kuznetsov: A Sambo champion with a lightning-fast striking style and an unyielding grip.
- Akio "The Dragon" Tanaka: A master of Kyokushin Karate, his disciplined style and powerful strikes are legendary.
- Nandi "The Spider" Sharma: An elegant practitioner of Kalaripayattu, her movements are as mesmerizing as they are deadly.
- Jean-Paul "The Juggernaut" Dupont: A relentless Savate fighter whose kicks come with the force of a freight train.
- Rashida "The Cobra" Amin: A fearless Muay Thai fighter who strikes with the speed and precision of a snake.
- Marcus "Iron Fist" Williams: A stoic and disciplined Karate black belt known for his iron will and unbreakable defense.
- Valentina "The Valkyrie" Ivanova: A towering woman who excels at Combat Sambo, intimidating her foes with her size and skill.
- Elijah "The Eagle" Turner: A high-flying pro wrestler known for his acrobatic moves and daredevil antics.
- Chen "The Tiger" Wu: A fearless and aggressive Sanda fighter who always pushes the offense.
- Hafsa "The Scorpion" Al-Zahra: A fierce and formidable practitioner of Pencak Silat, striking with the speed and danger of a desert scorpion.
- Miguel "The Matador" Torres: A charismatic and showy Capoeira fighter who dances around his opponents.
- Onyeka "The Panther" Azubuike: A formidable Dambe boxer known for his powerful punches and quick reflexes.
- Amara "The Siren" Silva: A tricky and deceptive practitioner of Brazilian Jiu-Jitsu, luring her opponents into complex traps and submissions.
- Tommy "Two-Ton" O'Shea: A hulking Sumo wrestler whose raw power and size makes him a formidable adversary.
- "Rapid" Rekha Patel: A lightning-fast Kickboxer known for her rapid-fire combos.
- 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
- Through the skylight: Suddenly, you crash down through a glass skylight, showering the room with shards as you land on your feet.
- A cool motorcycle entrance: You speed into the scene on a roaring motorcycle, skidding to a halt with an impressive spray of sparks.
- In a blaze of lights: A spotlight suddenly turns on, revealing your silhouette in a blinding blaze of lights.
- Through a wall: With a thunderous crash, you burst through a wall or large window, surprising everyone in the room.
- Descending from a helicopter: The thumping of helicopter blades is heard, and you descend dramatically from a rope ladder.
- Explosive entrance: A minor explosion causes distraction, and as the smoke clears, you're standing in the doorway.
- Silhouetted in the doorway: The door bursts open to reveal your silhouette against a bright light outside.
- Grand musical entrance: Music starts playing from nowhere, and you step into the scene following the rhythm.
- Suddenly in the crowd: The camera pans across a crowd, finally resting on you, having blended in until now.
- In disguise: You remove a disguise (like a waiter's uniform or mask) to reveal your true identity, surprising everyone.
- Teleportation or smoke bomb: You appear in a flash of light or puff of smoke, instantly grabbing attention.
- 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
- "You look like you're all talk. Time to see if there's anything behind it."
- "I've been waiting for this. Let's see if you're worth the hype."
- "Hope you're ready for a lesson in humility."
- "You may be strong, but strength isn't everything."
- "I'm not impressed. Show me what you've got."
- "This won't take long. I've got a lunch reservation to keep."
- "I'm not in the mood for jokes. Let's just get this over with."
- "Your reputation precedes you. Too bad it won't help you here."
- "You think you can beat me? That's cute."
- "I've beaten bigger and stronger than you. You're just another stepping stone."
- "You should've stayed home. This won't end well for you."
- "Ready to dance? I'll lead."
- "You've met your match. Trust me."
- "You're about to see what real power looks like."
- "You're not even a warm-up for me."
- "I hope you brought your A-game. You're going to need it."
- "Save your breath. You'll need it to scream."
- "Don't feel bad. Everyone has their limits."
- "You're going to wish you never stepped in the ring with me."
- "This is the part where you start praying."
d20 - Not so fast — Mid-Battle Boasts and Effects
- "Still standing? I'm impressed... sort of." Player Characters RECOVER CON HP.
- "You fight like a rookie. Do you need a timeout?" Defend CHA or take d6 damage.
- "I thought you'd be tougher. This is disappointing." Defend CON or take d6 damage.
- "You're slow! I can read your moves like a book." This round of ATTACKs are HARD.
- "Come on, at least make this a challenge!" This round of DEFENSE are HARD.
- "Are you even trying? This is too easy." Only WIS attacks can hurt the foe this round.
- "You're going to need to do better than that!" Only INT attacks can hurt the foe this round.
- "You're out of your league. Surrender now and save yourself the embarrassment." Defend CHA or lose actions this round.
- "I'm starting to feel bad. This is like beating a punching bag." Defend INT or lose actions this round.
- "You call that a hit? My grandma punches harder!" Next rounds of EFFORT get no bonuses.
- "You're about as threatening as a kitten." STR checks are HARD this round.
- "Looks like you're struggling. Need me to slow down?" Opponent goes first.
- "I've had more challenging fights in my sleep." Foe gains an extra attack this round.
- "This is your best? I've fought shadows tougher than you." Defend WIS or go last in round.
- "Is it too late to give up? Because you really should." Defend CHA or go last in round.
- "You're not living up to the hype. What a letdown." This round of ATTACKs and DEFENSE are HARD.
- "I'm not even sweating. Can we speed this up?" Foe goes first, and gains an extra attack this round.
- "Do you need a break? You're looking a little tired." Defend CON or take d6 damage and lose actions this round.
- "I expected more. But it looks like this is all you have." The enemy's next successful attack deals additional ULTIMATE damage.
- "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
- (N/A) The walls of the arena begin to close in, shrinking the available fighting space.
- (N/A) A swarm of small, harmless creatures suddenly floods the area, creating chaos.
- (N/A) An unexpected ally (or enemy) suddenly jumps into the fray.
- (N/A) A portion of the arena wall collapses, opening up the area to the outside environment.
- (N/A) Parts of the arena become charged with electricity, threatening to shock those who come into contact with it.
- (STR) The ground starts to shake, making it difficult to keep balance.
- (STR) Powerful gusts of wind begin, pushing characters around the arena.
- (DEX) The floor beneath you starts to crack and crumble, creating uneven footing.
- (DEX) An area of the arena floor becomes super slippery, causing anyone who steps on it to slide uncontrollably.
- (DEX) The ceiling starts to drop slowly, threatening to crush anyone who doesn't evade.
- (CON) The temperature in the arena starts to rise rapidly or drop severely.
- (CON) A smoke bomb is dropped, obscuring vision and potentially causing coughing or choking.
- (CON) A sudden downpour of rain (or hail) makes visibility and footing difficult.
- (INT) An explosion in the distance distracts everyone for a moment.
- (INT) The arena begins to rotate, shifting the battleground and potentially causing disorientation.
- (WIS) The lights in the arena suddenly go out, plunging everything into darkness.
- (WIS) A spectator throws a foreign object into the arena.
- (WIS) A loud, disorienting noise echoes through the arena, potentially stunning those who hear it.
- (CHA) An enormous spotlight focuses on one character at a time, potentially blinding them or making them a bigger target.
- (CHA) A group of spectators suddenly begin cheering or booing
d20 - This is not over… — Enemy Defeated Lines
- "You got lucky. Don't get too comfortable."
- "So you're stronger than I thought... interesting."
- "I underestimated you. It won't happen again."
- "You've won this round, but the war isn't over yet."
- "I may have lost, but I'm far from beaten."
- "Congratulations, you've earned my respect."
- "Next time, things will be different. Count on it."
- "I've been defeated before. It only fuels my fire."
- "Good fight. I'll be coming back stronger."
- "Don't get too cocky. Everyone has a bad day."
- "You're better than I gave you credit for. Enjoy this victory."
- "You think this is the end? I'm just getting started."
- "Well played. But this isn't over."
- "You're going to wish you finished me off when you had the chance."
- "I can't believe I lost to you. This isn't over."
- "You've made a powerful enemy today."
- "Remember this moment. It won't happen again."
- "You've got potential. I'll make sure to crush it next time."
- "I've learned a lot from this. Thanks for the lesson."
- "Laugh while you can. I'll have my revenge."
d20 - Fail Forward Mechanisms
- The characters are captured and must escape from enemy territory, deepening their involvement in the conflict.
- An important item is stolen from the characters, prompting a recovery mission.
- The characters' actions inadvertently lead to an enemy gaining a new power or ally.
- A beloved NPC is kidnapped or put in danger because of the characters' failure.
- The characters' defeat is broadcast or publicized, damaging their reputation and making them a target for other fighters.
- A key location is destroyed or seized by the enemy, altering the game world and the balance of power.
- An enemy they failed to defeat comes back stronger and more prepared.
- A powerful potential ally now sees the characters as unreliable or unworthy, and they must prove themselves.
- The failure causes a rift or conflict within the party that they must resolve.
- The enemy launches a successful operation while the characters are recovering, progressing their evil plan.
- The characters' defeat allows a darker power or greater threat to emerge.
- The failure causes the characters to be haunted by their defeat, leading to personal quests for redemption.
- The defeat leads to a significant change in the game world's politics or faction standings.
- The failure causes an important event (like a key meeting, ritual, or battle) to occur without the characters' involvement.
- The characters are betrayed by an ally who was disillusioned by their failure.
- The characters wake up in a strange place with no memory of how they got there.
- The characters are framed for a crime they didn't commit as a result of their failure.
- The characters are stripped of their gear or powers, forcing them to start from scratch or find a new approach.
- The characters' defeat results in a significant personal loss, sparking a quest for revenge.
- The enemy uses the characters' defeat as a propaganda tool, increasing their own stature and resources.
MORE RANDOM THINGS
d12 - Clues
- A dropped matchbook from a popular local bar where the next major event is taking place.
- An overheard phone conversation where someone mentions a rendezvous point or an important meeting.
- A cryptic graffiti tag that points to a certain location within the city.
- A flyer for an underground fight happening later that night.
- A mysterious text message found on a discarded cell phone.
- A photo taken recently, showing an important character at a specific location.
- A stolen purse or wallet that contains a locker key for a local gym or bus station.
- An anonymous tip sent to a character's email, hinting at an upcoming event.
- A torn piece of a map or blueprint leading to an interesting location.
- An intercepted transmission that reveals the time and place of an important exchange.
- A hastily discarded letter or note containing instructions or an address.
- A coded message in a personal ad or social media post that, once decoded, reveals the next location.
- Graffiti Mural: A large and intricate graffiti mural, providing a cryptic hint towards a location or person of importance.
- Anonymous Text: A mysterious text message from an unknown number, hinting at upcoming events or warning of danger.
- Torn Flyer: A piece of a flyer or poster, pointing to a local event or location that could be related to the plot.
- Lost Wallet: A lost wallet with ID, hinting at a person of interest or potential ally or adversary.
- Hidden Blueprint: A hidden architectural plan of a local building, pointing towards a possible target or hideout.
- Discarded Syringe: A hint towards a local drug problem, possible trafficking, or a certain type of poison.
- Unusual Coin: A coin not from this city, hinting towards foreign involvement or a larger conspiracy.
- Subway Map: A subway map with a specific location circled or route marked, hinting at a destination or journey.
- 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.
- Enigmatic Voicemail: A saved voicemail message hinting at a future event, a past incident, or a particular person.
- Locker Key: A key to a locker in a local gym, train station, or school, possibly containing more clues or important items.
- Tagger's Signature: The unique signature of a local graffiti artist, hinting at a certain territory or affiliation.
- Cryptic Diary Entry: A page from someone's diary, giving hints about personal motivations, hidden locations, or upcoming plans.
- Street Vendor's Tip: Overheard gossip or direct hint from a regular street vendor about suspicious activities or individuals.
- Broken CCTV Footage: A snippet of surveillance footage showing a blurry figure or action of interest.
- Police Radio Chatter: Intercepted radio chatter from local law enforcement, providing intel on police movements or important incidents.
- Battered Newspaper: A local newspaper with a specific article circled or highlighted, hinting at a recent event or public figure.
- Lost Cellphone: A phone with cryptic texts or a call log that could hint at allies, enemies, or upcoming events.
- Pawn Shop Receipt: A receipt for a pawned item that is unusual or specific, possibly connected to a crime or person of interest.
- Secret Message: A coded message, requiring decryption to reveal its meaning, possibly hinting at a future event or revealing a dark secret.
- Burned Photo: A partially burned photo showing a location or person that could be relevant to your mission.
- Mysterious Package: A package addressed to someone, possibly containing important items or documents.
- Inscription on a Wall: An enigmatic message etched into a wall in an alleyway or under a bridge.
- Tagged Map: A city map tagged with specific marks or symbols only decipherable to the local gang or faction.
- Anonymous Letter: A letter warning of a plot or revealing a secret, with no return address.
- Abandoned Flash Drive: Contains encrypted files that need to be cracked, potentially revealing important information.
- Altered Bus Schedule: A bus schedule with certain times and routes highlighted, possibly signaling secret meetings.
- Discarded Matchbook: A matchbook from a local establishment that might serve as a front for illicit activities.
- Gang Bandana: A specific color or pattern signaling affiliation to a particular street gang.
- Digital Tracker: A tiny device meant to track someone's movements, indicating they're a person of interest.
- Customized Skateboard: Deck art may signal a specific group or message.
- Lucky Lottery Ticket: A winning ticket that the owner is unaware of, possibly a motive for conflict.
- Underground Fight Poster: Advertising an illegal street fight, hinting at the involvement of local gangs or criminals.
- Stray Dog: A seemingly stray dog that keeps showing up, possibly trained to lead someone to a specific location.
- Misplaced Library Book: A book found far from any library, hinting at specific knowledge or location.
- Forgotten Hip Flask: A flask with a unique symbol or crest, pointing towards a specific group or person.
- Aerial Drone: A crashed or lost drone, possibly used for surveillance by a party of interest.
- Concert Ticket: A ticket to a local gig, hinting at a meeting place or event of interest.
- Roll of Film: Unprocessed film that once developed, reveals important images.
- Sealed Envelope: Containing a private message, legal document, or other significant paper trail.
d12 - Random Distractions
- Blackout: All the lights in the city go out, causing confusion and chaos.
- Street Parade: A sudden street parade blocks the main road, forcing detours or creating an impromptu audience for a fight.
- Flash Mob: A flash mob breaks out, potentially serving as cover for a fight or causing a distraction.
- Traffic Jam: An unexplained traffic jam prevents any vehicles from moving.
- Police Raid: The police suddenly raid a nearby building, creating confusion and potential danger.
- Street Fair: A local street fair creates a festive atmosphere, full of potential bystanders.
- Fire Alarm: A fire alarm in a building causes an evacuation, emptying a building or filling the streets.
- Street Race: A sudden illegal street race roars down the city streets.
- News Broadcast: A news crew appears to report on an event, possibly catching the action live.
- Power Surge: A sudden power surge causes lights to flicker and possibly shut down security systems.
- Unexpected Rain: A sudden downpour creates slick streets and reduced visibility.
- Building Demolition: A planned demolition causes a building to crumble, filling the area with dust and debris.
d12 - Random Props
- Car Alarms: Sudden loud noises can cause distractions or cover for other sounds.
- Fire Hydrant: A burst fire hydrant can create a slippery surface or provide a water source.
- Scaffolding: Unstable structures can fall or be climbed, providing different levels for combat.
- Traffic Lights: Traffic lights can control the flow of vehicles and possibly be used as a makeshift weapon.
- Dumpster: A large, movable object that can provide cover or be tipped over to spill rubbish.
- Manhole: An open manhole could lead to the sewers or simply pose a tripping hazard.
- Steam Vents: They can provide visual cover and potential minor burn damage.
- Electrical Box: Messing with it can cause a blackout or a dangerous electrical surge.
- Construction Barriers: They can impede movement or be used as cover.
- Stall or Kiosk: Temporary structures such as food stalls or newsstands can be tipped over or used for cover.
- Motorcycles/Cars: They can explode if damaged, or be used as fast moving, risky cover.
- Neon Signs: Can fall or explode in a shower of sparks, providing flashy danger.
d12 Random Performances
- Breakdance Battle: The character is challenged to a breakdance battle in a crowded park or subway station.
- Karaoke Contest: The character must impress a crowd at a local karaoke bar.
- Busking Competition: The character is in an informal contest with other street performers to win the most tips.
- Street Art: The character must create an impressive piece of street art with limited resources.
- Fashion Show: The character must strut their stuff on the runway in a fashion show.
- Drum Circle: The character must keep the beat in a spontaneous drum circle.
- Cook-Off: The character is in a cooking contest where presentation and taste are equally important.
- Impersonation Challenge: The character must convincingly impersonate a celebrity or public figure.
- Stand-Up Comedy: The character must get laughs in a tough room during an open mic night.
- Magic Show: The character needs to perform a magic trick that impresses a skeptical audience.
- Graffiti Tag: The character must leave their stylish tag in a high-visibility location without getting caught.
- Bartending Show: The character has to impress patrons with flair bartending, juggling bottles and mixing drinks with style.
d20 - Reasons to Fumble
- Bad Luck: Sometimes, things just don’t go your way.
- Phone call: An unexpected call at the worst moment.
- Slippery Surface: The ground under your feet is slick with water, oil, or some other substance.
- Indigestion: You suddenly have realize all that food last night was not a good idea.
- Incorrect Assessment: You misjudged distance, timing, or the situation.
- Physical Obstacle: Something got in your way at the last moment.
- Poor Visibility: Dust, smoke, fog, or other environmental factors impaired your vision.
- Lost Grip: Your weapon or tool slipped from your hand.
- Unexpected Wind: A sudden gust of wind blew just as you were making your move.
- Physical Discomfort: A sudden cramp or ache made you flinch.
- Nervousness: The pressure of the moment got to you.
- Clothing Malfunction: Your clothing got in the way or tripped you up.
- Miscalculation: Your aim was off, or you misunderstood the situation.
- Momentary Confusion: You got your own strategy or plans mixed up.
- Disturbing Noise: A loud noise startled you.
- Unexpected Movement: Your opponent moved unpredictably.
- Emotional Distraction: Your mind was occupied by fear, anger, or other emotions.
- Physical Exhaustion: Fatigue caused your normally reliable skills to falter.
- Blinding Light: The sun, a bright light, or a sudden flash impaired your vision.
- Illness or Injury: A pre-existing illness or injury acted up at the worst time.