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Karkila GM

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Karkila GM

Created by Brayden Jarnagin


Karkila GM is a cluster of oracles and focuses designed to replace or supplement any Game
Master. It provides answers to questions and o ers ideas to keep your story moving forward, while
o ering a game of risk to keep players on their toes.
Karkila GM uses a combination of an 8 sided dice, a 12 sided dice, and a 20 sided dice (d8, d12,
d20). The majority of questions are asked in a yes or no format, with some more open ended questions
being answered with an amount or by use of focus charts. The player asks yes or no questions using the
Liklihood Oracle and the Advance Oracle. A d20 is rolled on the Liklihood Oracle, to determine the
di culty, maybe a wall is very low or is tipped with barbed wire, a character could still fail or succeed in
either case. The Liklihood Oracle tells you how hard a challenge is, and how many rolls the player gets.
Any skills or pro cencies are added to the result of the Liklihood Oracle.
Following the amount of rolls gained by the Liklihood Oracle, the player rolls a d8 on the Verdict
(Advance) Oracle. The player either takes the result on the dice or rerolls up to the number of dice
indicated on the Liklihood Oracle. This is not advantage, it is trying your luck with a new, rerolled dice. If
an 8 or lower is rolled on the Liklihood Oracle, the player keeps rolling until they roll all their alloted rolls
or if they roll a 3, indicating a no.
If a 1-4, 17-20 or if the skill added equals greater than 20 or less than 1, the result “spills” over
into the Advance Oracle. For example, if a 1 is rolled on the Liklihood Oracle, and the Advance Oracle
roll is a 7, the spill from the 1, (-4), is added to the roll, taking what would have been a extreme success
and turning it into a at failure. The same is true in reverse if a 20 is rolled, a at no becomes an extreme
success. Any positive spill past an 8 on the Advance Oracle can be counted as Luck, points that can be
added to the Liklihood Oracle later on.
The Advance Oracle uses a scale between yes and no, with greater and lesser successes and
failures being possible. When a Hinder Plot, “No, and”, “Yes, but” and so on is rolled, think of what the
complication could be and roll only on the Advance Oracle to determine if that is the correct
complication. Focuses can also be used to interpret the answer. If three of these answers are rolled in
order, take the last answer as a at “Yes” or “No”.
Focuses are used to answer questions more open ended than a yes or no question can support.
Karkila includes focuses for Action, Detail, and Topic. Each uses a d12, a d8 for the Domain (Advance)
Oracle to add a skew to the focus, and a d20 for the few answers that require an even or odd result.
To start, create a character or a group of characters. Either create your own backstory or use the
Advance Oracle and Focuses to form their story. Then use the Map Generator to determine where your
character starts. Follow the instructions found there to begin mapping your world. Use the NPC
Generator any time an NPC enters your story. Use the Plot Moves table to move the story forward.
Inspiration was taken from the Dungeon Coach, DC 20, One Page Solo Engine, and MUNE. One Page Solo
Engine served as my foundation and serves as a simpler, more straight to the point system. If Karkila GM interests
you, please look into these systems.
I can be contacted on Instagram at jarnaginbrayden, on Reddit as ZZanthrin, or via email at
[email protected]. Reach out for news and updates on Karkila GM, the connected game, Karkila, or my
upcoming connected books!
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Advance Oracle Likelihood Oracle Plot Moves

Verdict Amount Domain Result Use these tables for setting a scene or advancing the plot:
Scene Complication: When setting a scene (Map event, entering new named location(Settlement, signi cant
1 - (Hinder Sparse Physical, 1 Four Rolls + -4 Spill place)), roll on this table.
Plot) Appearance Altered Scene: Roll a d8. On a 5+ the scene is altered. Roll on this table.
2 Four Rolls + -3 Spill
2 No, and Surprisingly Worldly, Pacing Moves: When the action slows down, or you think, “what now?”, roll on this table.
Lacking Grounded 3 Four Rolls + -2 Spill Failure Moves: When a skill check results in a “- (Hinder plot)”, roll on this table.

3 No Less than Connection, 4 Four Rolls + -1 Spill Set the Scene GM Moves
Expected Harmony 5 Extremely Unlikely (Four Rolls) Scene Complication Altered Scene Pacing Moves Failure Moves
4 No, but About Mental, 6 Very Unlikely (Three Rolls) 1 Hostile forces oppose you A major scene detail is Foreshadow trouble Cause harm
Average Operation enhanced
7-8 Unlikely (Two Rolls)
5 Yes, but About Spiritual, 2 An obstacle blocks your A major scene detail is Reveal a New Detail Put Someone in a
Average Abstract 9-12 Average (One Roll) way worsened Spot
6 Yes More than Personal, 13-14 Likely (Two Rolls) 3 It would suck if… The environment is di erent An NPC Takes Action O er a Choice
Expected Desire
15 Very Likely (Three Rolls) 4 An NPC acts suddenly Unexpected NPC’s are Advance a Threat Advance a Threat
7 Yes, and Surprisingly Meaning, present
More Emotion 16 Extremely Likely (Four Rolls)

17 Four Rolls + 1 Spill 5 All is not as it seems Add a Pacing Move Advance a Plot Reveal an
8 + (Advance Abundant Dual, Twin Unwelcome Truth
Plot) 18 Four Rolls + 2 Spill
6 Things actially go as Add a Random Event Add a Random Event Foreshadow
Random Event 19 Four Rolls + 3 Spill planned to the scene Trouble

What happens Action Focus 20 Four Rolls + 4 Spill 7 (Domain + Detail) Block Add a Failure Move Gain a (Detail + Topic) Take a (Detail +
Advantage Topic) Focus
Involving Topic Focus
8 Roll Double Roll Double Roll Double Roll Double
Focuses
Map Generator
Though you should attempt to stick to questions that can be
answered through the Advance Oracle, in a situation where this When starting out in a new biome, de ne a common, uncommon, and rare terrain, then roll a Terrain for the square you
is not possible, use the focuses below to answer your question. start in, in addition to the squares north, east, south, and west of your position (cardinal squares). Once those rolls are
Select one focus that best suits the question and roll for the noted on the map, roll Contents for the square you are in and your cardinal squares. Whenever you move a square, roll
answer. If the answer from one focus is not enough, roll on a Terrain and Contents for any squares to your cardinal squares that do not have a set Terrain on the map. After your
second table. Write the answers down and continue rolling until cardinal Terrains and Contents are set, roll an Event for your current square. When you begin a new game, roll a d4 for
your question is answered. Do your best to use as few focuses the season, spring being 1, summer 2, fall 3, and winter 4. Change the weather after a long period of time has passed
as possible and let your imagination form connections in the or a signi cant event happens in the story. Which weather type in the list is selected by rolling a d8 and a d20 to nd if
established story. the rst (odds) or second (evens) choice is active. When entering a new square, roll for weather and for an event.

Action Detail Topic Terrain Contents Features Event Weather

1 Decieve Unique The PC(s) 1 Same as current Nothing Notable Notable Structure None Same

2 Seek Small Current Need 2 Same as current Nothing Notable Dangerous Hazard None Same

3 Oppose Large Allies 3 Same as current Nothing Notable A Settlement None Same

4 Communicate Old Community 4 Common Terrain Nothing Notable Strange Natural Feature None Same/Clear weather

5 Move New History 5 Common Terrain Nothing Notable New Region None Clear weather/Windy

6 Harm Mundane Future Plans 6 Uncommon Terrain Nothing Notable Dungeon Entrance None Hot/Cold Weather

7 Create Simple Enemies 7 Rare Terrain Roll a Feature It should not be here… Random Event, Set Cloudy/Precipitation
(Roll again) the Scene
8 Reveal Complex Knowledge
8 Unusual Terrain Roll a Feature Roll Double Random Event, Set Storm/Exotic weather
9 Command Unsavory Rumors the Scene

10 Take Specialized A Plot Arc Dungeon Generator


11 (Odd) Protect Unexpected Recent Events
Roll a Detail Focus for how it looks. Roll an Action Focus for how it is used. The rst area has 3 or 4 total exits, roll until
11 (Even) Roll Double Roll Double Roll Double you get one of these two, or ip a coin. Roll once on each table to get a room, make note of each roll on the dungeon
map.
12 (Odd) Assist Digni ed A Faction
Location Encounter Object Total Exits
12 (Even) Transform Exotic Equipment
1 Typical Area None Empty Dead End
NPC Generator
2 Transitional Area None Mundane Objects Dead End
Roll once on each table for a new NPC. When determining race, use 3 Living Area Hostile Enemies Mundane Objects 1 Additional Exit
your d20 to determine gender. On a 19 or 20, they are non binary. Any
other odd number is male and any even number is female. Roll 4 Meeting Place Hostile Enemies Interesting Item 1 Additional Exit
domains (Advance Oracle) relating to the rolls where indicated. Roll on
the Detail focus table where indicated. Roll an Amount Oracle to 5 Working Area Puzzle or trap blocks the way Clue 2 Additional Exits
determine their starting atitude to the player, as well as a topic focus to 6 Utility Area Obstacle Blocks the Way Useful tool 2 Additional Exits
determine their current focus of conversation, if applicable. Make note
of the NPC and your inperpretations to refer back to later. Before 7 Area with a special feature Unique Adversary Something Valuable 3 Additional Exits
rolling, ask the Oracles “Do I know this person?” With a liklihood
ranging from -6 llh to -1, depending on how familiar you feel with the 8 Location for a specialized Unique NPC Rare/special item 3 Additional Exits
place you are in. purpose

Race Identity Goal Feature Quest Generator


(Domain) (Domain) (Detail)
Roll a quest when beginning the story. Roll a quest when applicable in the world or when talking to an NPC. Roll on
1 Human Lord Serve Unremarkable each column for all quests.
2 Cyclops Outlaw Obtain Unremarkable Objective Adversaries Rewards Complications
3 Elf Drifter Learn Notable 1 Eliminate a threat A powerful Money or valuables A major scene detail is
Nature organization enhanced
4 Fey Trader Harm Obvious 2 Learn the truth Outlaws Money or valuables A major scene detail is
Physical Trait worsened
5 Terran Commoner Restore Quirk 3 Recover something valuable Guardians Knowledge and secrets The environment is
6 Dwarf Soldier Find Mannerism di erent

7 Gnome Merchant Travel Unusual 4 Escort or Deliver to Safety Local inhabitants Support of an ally Unexpected NPC’s are
Clothing Piece present

8 Breaker Speciallist Protect Unusual Out t 5 Restore something broken Enemy horde or Advance a plot arc Add a Pacing Move
force
9 Orc Entertainer Encish Unusual
Self Equipment 6 Save an Ally in Peril A new villan A unique item of power Add a Random Event

10 Goblin Adherent Avenge Unusual 7 Return an item to its previous A recurring villan Introduction to a powerful Add a Failure Move
Equipment location/owner ally or group

11 (Odd) Leader Ful l Duty Unusual Tool 8 Roll Double Roll Double Roll Double Roll Double

11 (Even) Apexborn Roll Double Roll Unusual


Double Weapon

12 (Odd) Mystic Escape Unexpected


Age
Roll Double
12 (Even) Adventurer Create Unexpected
Origin
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