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
- Roll 1d100 on the Action table, and make a note of the result.
- Roll 1d100 on the Theme table, and make a note of that result too.
- 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!