Action/Theme Oracle

An Action/Theme oracle can be used when playing solo to get a random verb/noun pair for inspiration in various situations. It can also be used for inspiration when prepping for a group game.

How it works

  1. Roll 1d100 on the Action table, and make a note of the result.
  2. Roll 1d100 on the Theme table, and make a note of that result too.
  3. You now have an Action / Theme pair which you can use for inspiration.

Action

1-20 Action 21-40 Action 41-60 Action 61-80 Action 81-100 Action
1 Abandon 21 Create 41 Enhance 61 Interrupt 81 Relocate
2 Accept 22 Damage 42 Erase 62 Investigate 82 Remove
3 Accuse 23 Deal 43 Escape 63 Keep 83 Restrict
4 Ambush 24 Deceive 44 Fabricate 64 Lead 84 Reveal
5 Assault 25 Decide 45 Fail 65 Learn 85 Ruin
6 Assist 26 Defeat 46 Fear 66 Leverage 86 Sabotage
7 Attack 27 Defend 47 Fight 67 Locate 87 Save
8 Avoid 28 Demolish 48 Flee 68 Mediate 88 Search
9 Balance 29 Deny 49 Follow 69 Mislead 89 Stop
10 Begin 30 Destroy 50 Forget 70 Negate 90 Talk
11 Believe 31 Detect 51 Fortify 71 Obey 91 Tempt
12 Betray 32 Determine 52 Gain 72 Observe 92 Terminate
13 Beware 33 Disable 53 Grow 73 Oppress 93 Value
14 Break 34 Dominate 54 Halt 74 Promise 94 Venture
15 Build 35 Elaborate 55 Heal 75 Protect 95 Verify
16 Burn 36 Eliminate 56 Hide 76 Pursue 96 Vilify
17 Cancel 37 Emerge 57 Hinder 77 Raid 97 Violate
18 Collect 38 Empower 58 Hurt 78 Raise 98 Warn
19 Collide 39 Endanger 59 Impersonate 79 Recover 99 Weaken
20 Compete 40 Engage 60 Implicate 80 Reject 100 Withdraw

Theme

1-20 Theme 21-40 Theme 41-60 Theme 61-80 Theme 81-100 Theme
1 Allegations 21 Discovery 41 Landscape 61 Medicine 81 Prophet
2 Alliances 22 Doom 42 Language 62 Monsters 82 Quarrel
3 Allies 23 Dreams 43 Leader 63 Nature 83 Realm
4 Ambition 24 Emotions 44 Leadership 64 Neglect 84 Rejection
5 Anger 25 Enemies 45 Legend 65 Night 85 Reward
6 Artifact 26 Fear 46 Liberty 66 Nightmare 86 Sadness
7 Beginnings 27 Forest 47 Lies 67 Obligation 87 Science
8 Betrayal 28 Greatness 48 Light 68 Oblivion 88 Secrets
9 Bonds 29 Happiness 49 Limitations 69 Occupant 89 Technology
10 Border 30 Hate 50 Loan 70 Offense 90 Terrain
11 Child 31 Hidden, the 51 Lock 71 Opportunity 91 Threat
12 Community 32 Homes 52 Lord 72 Opposition 92 Traitor
13 Consent 33 Hope 53 Lore 73 Oppression 93 Treason
14 Curse 34 Illusion 54 Love 74 Passion 94 Truth
15 Darkness 35 Innocent 55 Machine 75 Peace 95 Unity
16 Desecration 36 Intrigue 56 Madness 76 Plague 96 Values
17 Desolation 37 Joy 57 Magic 77 Plans 97 Vandalism
18 Devastation 38 Kind 58 Malice 78 Political, the 98 Vicinity
19 Devotion 39 Kingdom 59 Mania 79 Possibilities 99 Vision
20 Disaster 40 Knowledge 60 Master 80 Power 100 War

Example of use

Let's you're playing solo, and you come across an NPC. What does this NPC want? You have no idea, so you turn to the Action/Theme Oracle for inpiration. Say you roll a 67 on the Action table which gives you "Locate", and you get 94 on the Theme table which is "Truth". Okay, you know have an Action/Theme pair of "Locate/Truth".

This is where you take the context of the game at hand into consideration, and try to come up with what "Locate/Truth" could mean. Is there perhaps some mystery going on in the plot right now? If so, it sounds like this NPC wants you to get to the bottom of it ("locating" the "truth" of the matter). Or perhaps the NPC knows where the truth can be found, and wants you to go find it?

Getting clarification

Remember, if you get stuck, you can always turn to a Yes/No Oracle to ask clarifying Yes/No questions. Does the NPC actually want you to go find the truth - yes or no? Or does the NPC intend to go get it themselves - yes or no? And so on. Use your imagination in combination with the context - what you already know about the world and what's going on therein - to come up with an interesting answer which propels the plot forward. It might sound vague and difficult to do, but after you've tried it a few times you'll get the hang of it.

Good luck!