In order to generate an adventure outline, roll on the following series of tables, in order. Tables with a link move on to a different set of subtables.
Villain types link to a list, not a d10-roll table. Choose an appropriate villain from the list.
|1-3||Attack or Assassination|
|4-6||Theft or Kidnapping|
|10||Invasion or Crime Wave|
This is when the heroes learn of the crisis and are able to respond to it. It’s good to mix this up a bit.
|1-2||Advance Warning: The heroes get clues that the villain is planning something, and the chance to intervene to stop it.|
|3-5||First Responders: The heroes get there just as the crisis is starting.|
|6-9||In the Thick Of It: The heroes arrive just after emergency services respond, and need to coordinate their efforts with others. Time is often of the essence.|
|10||Latecomers: The villains have already taken action, and the heroes are either only in time to keep them from getting away, or else must unravel the mystery of their actions.|
Adventures aren’t always as simple as they seem. They will sometimes provide side-challenges based on the circumstances, or on a hero or team’s priorities and problems.
|d10||# of Complications|
To choose the character for a subplot, roll 1d10 and count around the characters involved.
Roll on appropriate character or team’s Subplot table
|1-2||Associated with target|
|3-4||Associated with threat|
|5-6||In conflict with target|
|7-8||In conflict with threat|