Tool 04 :: TQE-TTRPG // Standalone Oracle

TTRPG Oracle

A standalone oracle reference for use alongside physical dice, virtual tabletops, or any external tool. Ask closed questions, roll signal, and consult phase tables when you need oracle access without a full play session.

  1. Ask a closed yes/no question about the fiction.
  2. Set the modifier below based on your situation (see Reference tab for the full guide).
  3. Roll - the outcome tells you what's true. The Signal Die rolls alongside and may add pressure.
0
No modifier applied.
2d6
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1Corridor SpeaksTick CORRIDOR INSTABILITY +1, or introduce a sign of instability.
2Faction PressureRoll the Faction Die - ask what they want right now.
3Ship Has OpinionsTick SHIP SYSTEM STRAIN +1, or declare one system Strained.
4Someone Was Here FirstEvidence of prior activity. Signal Die: 1-3 fresh, 4-6 old.
5Information Is RottenTick RUMOR WARP +1, or contradict established fiction.
6Time CostsAdvance deadline clock +1, or tick SUPPLY FAMINE +1.
Isolation Move
Advance your most-filled active Clock by +1. If it fills, trigger immediately and narrate the consequence.



Ask yourself: what is the worst-but-believable thing that could happen right now, given where you are, what you're doing, and what's already in play? Do that.
Job Corridor Location Docks · NPC oracle: any time
Use at the start of a new contract. Roll all three tables in sequence - source first, then job type, then complication. The Faction Die is a sub-roll used when Step 1 or Step 2 produces a faction result.
Step 1Who's Offering? (d6)
1CNA Official - legitimate but bureaucratic; strings attached
2Colony Admin - local authority, resource-strapped, grateful
3Merchant - private, profit-motivated, negotiable
4Faction Agent - agenda unclear; roll Faction Die for allegiance
5Desperate Civilian - genuine need, limited resources
6Anonymous - no face, payment upfront, details minimal
Step 2What's the Job? (d6)
1Courier - deliver something, don't open it
2Salvage - retrieve from a derelict or wreck
3Resupply - bring critical materials to a location
4Extraction - get someone or something out of somewhere
5Escort - keep them alive through transit
6Investigation - find out what happened; report back
Step 3What Complicates It? (d6)
1Tight Deadline - start a 4-clock: Overdue
2Competition - someone else is after the same thing; start a 6-clock
3Unstable Corridor - the route is compromised; CORRIDOR INSTABILITY +1
4Partial Payment - the rest arrives on completion, if at all
5Hidden Cargo or Passenger - not on the manifest; ask why
6Client Is Lying - ask what's actually happening
Faction Die (d6)
Roll when a Faction Agent result appears on Step 1 or 2.
1True Allegiance - Traditionalists; structured societal heirarchy and firm laws
2Syndicate or Independent Groups - self governing groups of varying ideology and laws
3COE-Sympathetic - Children of Earth; pragmatic survivalists, belief in old COE philosphy
4CNA - Corridor Navigational Authority; regulatory and scientific body handling corridors and gates
5Juniper Shipping Company - commercial and logistical giant, profit-first and politcally neutral
6Pirates / Bandits - opportunistic, no loyalty or defined laws
Use when your crew enters a Corridor. Roll Entry on the way in, Transit at the midpoint, and Exit on the way out. Set the Exit table to Gated or Ungated before rolling - Ungated exits are significantly more dangerous.
Entry Table (d6)
1Clean Entry - no complications
2Beacon Fade - -1 to Exit roll unless READ THE SITUATION compensates
3Radiation Spike - crew gains +1 RADS unless shielding confirmed
4System Jolt - tick SHIP SYSTEM STRAIN +1; declare one system Strained
5Late Window - tick CORRIDOR INSTABILITY +1
6Bad Start - roll twice, both apply
Transit Event (d6)
1Quiet Passage - nothing happens; roll Signal Die anyway
2Radiation Surge - unshielded crew +1 RADS, tick SHIP SYSTEM STRAIN +1
3Static Fog - sensors and comms disrupted; DO THE FIX or READ THE SITUATION
4Navigation Drift - lose time or push blind (risk Ungated Exit)
5Signal Echo - receive fragment through interference; roll Rumor Table (may be years old)
6Another Ship - 1-3 derelict, 4-5 passing vessel, 6 fleeing from something worse
Exit Table (d6)
Use when arriving somewhere new. Roll Location Mood once on arrival - it sets the social tone for the whole phase. Roll Rumor whenever you hear something through word of mouth, a bulletin board, or another crew. Always check if the rumor is true.
Location Mood (d6)
1Tense - something recent; -1 to FACE rolls
2Busy - high traffic; info costs time or exposure; +1 HEAT on public action
3Depleted - supplies short, +1 cost; tick SUPPLY FAMINE +1 on arrival
4Isolated - low traffic; 1-3 suspicious, 4-6 grateful
5Watched - monitoring arrivals; +1 HEAT on entry unless KEEP IT QUIET first
6Comfortable - rare; things are working; no initial modifier
Rumor Table (d6)
1Corridor Stability - a nearby Corridor's stability is in question
2Faction Movement - a faction is moving through the region; goal unclear
3Location Gone Dark - 1-2 weeks ago, 3-4 months, 5-6 years
4Description Match - a crew matching your ship's description is being sought
5Opportunity Nearby - a supply cache, wreck, or opportunity within reach
6Law or Blockade - quarantine or enforcement placed somewhere relevant
Is the Rumor True? (Signal Die)
1-2False or Dangerously Outdated
3-4Partially True - details wrong in ways that matter
5True But Incomplete - missing something critical
6True and Current
Use during downtime at port. Roll Availability first to see what resources you can actually get. The Docks Event roll is optional - use it if you want to see if anything disrupts the downtime.
What's Available? (d6)
1Full Refit - PARTS and SUPPLY both at standard cost
2Partial - PARTS or SUPPLY (your choice), not both
3Scarce - everything costs +1
4Black Market Only - available but +1 HEAT per purchase
5Nothing - leave with what you arrived with
6Unexpected Windfall - one resource free; start 4-clock: String Attached
Docks Event (optional, d6)
1Inspection - Local authority sweep; roll KEEP IT QUIET or MAKE THE DEAL
2News Arrives - roll Rumor Table
3Job Offer - roll Job Phase Steps 1 and 2 only
4Trouble - rival crew, contact going cold, or old Heat catching up
5Ship in Distress - another crew needs help; helping costs SUPPLY or time
6Quiet - nothing happens; clear 1 segment from any active social or Heat clock
Use when meeting any new NPC. Roll Disposition first, then What They Want. Roll Reaction to Pressure only when you push them, make demands, or reach an ambiguous outcome - not at the start of every scene.
Initial Disposition (d6)
1Hostile - doesn't want you here; MAKE THE DEAL at -1
2Suspicious - engaging but watching; deception is harder
3Professional - transactional; wants the exchange efficient
4Wary But Willing - has something, wants something first
5Helpful - gives info or a favor without a difficult roll
6Desperate - needs something badly; will overpay
What Does the NPC Want? (d6)
1Resources - SUPPLY, PARTS, FUEL, or credits
2Information - about a person, place, faction, or event
3Safe Passage or Escort
4Silence - bury dangerous knowledge
5Help With a Problem - they won't fully explain it
6To Be Believed - they have information nobody accepts
Reaction to Pressure (d6)
1Escalate - things become more dangerous
2Withdraw - cooperation stops
3Counter-Offer - they want something different
4Tell the Truth - possibly for the first time
5Reveal Hidden Need - something they haven't mentioned yet
6Reveal Complication - someone else is involved
Solo Clock Rule: Always maintain 2-3 active clocks. If you drop below two, start a new one based on current location, actions, or unresolved issues. A dying universe always has pressure to apply.
  • End of every Corridor Phase: CORRIDOR INSTABILITY +1
  • Acting on information more than one system old: RUMOR WARP +1
  • End of every Location Phase: SUPPLY FAMINE +1
  • Loud, illegal, or attention-drawing action: HEAT +1
  • Taking a 7-9 cost involving "lose time": most relevant deadline clock +1
  • Any 6- result: most relevant active clock +1 (or +2 if catastrophic)
  • Signal Die shows 1: see Static Table for which clock
  • YES, BUT or NO, BUT result: cost is +1 to a clock
  • Isolation Move: most-filled clock +1
Solo Principles
  • Ask freely. Don't pre-decide; let the roll tell you.
  • Trust the costs. Take them honestly on 7-9; the setting assumes you're stretched.
  • Let rumors lie. Misdirection is part of the story.
  • Use phase structure. A phase ends when it stops generating questions.
  • Clocks are the story. The most-filled clock determines what happens next.
  • Consequences travel slowly. No FTL comms: 6-segment = weeks, 8-segment = months.
Modifier Guide (+2 / -2 cap)
+1Circumstances clearly favor YES
+1Most relevant clock is less than half full
+1Prepared, resourced, and informed
-1Circumstances clearly favor NO
-1Most relevant clock is more than half full
-1Desperate, blind, or unsupported
Signal Roll Outcomes
  • 10+: YES, AND - true, plus an additional advantage
  • 7-9: YES, BUT - true at cost; tick a clock or take a complication
  • 7-9: NO, BUT - false, but something softens it
  • 6-: NO, AND - false, and things worsen; tick most relevant clock +1 or start a 4-clock
Signal Die Results
  • 1 - Interference: Roll Static Table; something from the setting intrudes
  • 2-5 - Clear: No additional effect
  • 6 - Clear Signal: Info unusually reliable; reduce RUMOR WARP by 1 if active
Core Clocks
Corridor Instability
Shift or collapse threshold. Tick on complications, drift, ungated exits.
6-seg
Ship System Strain
Hidden problems accumulating. Tick on stress runs, skipped maintenance.
6-seg
Heat
How known and wanted you are. Tick on loud, violent, or illegal actions.
4-6 seg
Supply Famine
Life support scarcity. Tick when time passes without resupply.
6-seg
Rumor Warp
Truth decays. Tick when relying on old data or long transit.
4-6 seg
Isolation Move (on any 6-)
  • Advance the most-filled active clock by +1
  • If it fills, trigger immediately and narrate the consequence
  • Roll Static Table (d6) for flavor of complication
  • Ask: "What is the worst-but-believable thing that could happen right now?" Then do it.