Tricube Solo
Tricube Solo
AUTHOR
Richard Woolcock
SYSTEM
Tricube Tales is a rules-lite roleplaying system capable of handling a wide range of different genres Tricube Tales <
and settings. Its simplicity lends itself well to solo play, and it should work with most generic solo BACKGROUND
rules, but these guidelines are designed to complement the Tricube Tales one-page settings. Figu Design
Before you begin playing, you’ll need to choose a one-page setting and create a character. Write down STORY SYMBOLS
Delapouite and Lorc
the main plot for your adventure (using the setting’s adventure generator), and two subplots (roll on the Game-icons.net <
setting’s Twist table for inspiration). Finally, describe the opening scene in two or three sentences—are
ILLUSTRATIONS
you in the office when the adventure kicks off? Drinking in a tavern? Walking through the park? Felipe Gaona,
Now you know who you are, where you are, and what you need to do! Proceed with the adventure as Publisher’s Choice
Quality Stock Art
normal, except instead of asking a GM, you roll the dice and interpret the results. Don’t forget to use the © Rick Hershey /
Twist table and adventure examples from your one-page setting for further inspiration! Fat Goblin Games <
LARGE SETTLEMENTS
URBAN LOCATIONS URBAN EVENTS
This urban settlement is best described as a...
A Semirural village D Port town Interpret within the context of the setting... Interpret within the context of the setting...
B Market town E Military town AA Abandoned place DA Mansion/palace AA Accident/breakage DA Lost child/pet
C Mining town F City/suburb AB Airport/wharf/port DB Military building AB Airplane/dragon DB Military presence
And the populace initially seems to be... AC Bank/moneylender DC Museum/library AC Alarm/siren DC Monstrous activity
A Cheerful/open D Distrustful/wary AD Bridge/crossroads DD Nightclub/brothel AD Ambush/assault DD Prowling vigilante
B Industrious/busy E Rude/inconsiderate AE Church/temple DE Office/workhouse AE Assassination DE Roadblock/barrier
C Indifferent/aloof F Nosy/prying AF Depot/warehouse DF Park/garden AF Barking dog DF Sabotage/vandalism
BA Factory/mill EA Pharmacy/herbalist BA Broken vehicle EA Screaming/shouting
BB Film/art studio EB Police station BB Crying/arguing EB Serious injury
SMALL SETTLEMENTS BC Fire station/tower EC Prison/guardhouse BC Drone/surveillance EC Shocking revelation
BD Garage/workshop ED Recreation area BD Dying victim ED Speeding vehicle
This rural settlement is best described as a... BE Graveyard EE Restaurant/tavern BE Explosion/fire EE Tech/magic terror
A Homestead/outpost D Mining/lumber camp BF Guild/corporation EF School/academy BF Feral/wild animals EF Terrible weather
B Small hamlet E Farming village CA Gun store/armory FA Sewer/subway CA Fighting/brawling FA Theft/mugging
C Nomadic settlement F Fishing village CB Hospital/physician FB Slum/ruin CB Fleeing people FB Traffic collision
And the populace initially seems to be... CC Hotel/inn FC Smithy/craft shop CC Flood/burst pipe FC Trapped people
A Welcoming/friendly D Frightened/nervous CD House/villa FD Theater/cinema CD Horrific violence FD Troublemakers
B Oppressed/abused E Weird/creepy CE Local landmark FE Town hall/center CE Large gathering FE Urban decay
C Indifferent/apathetic F Xenophobic/hostile CF Mall/marketplace FF Zoo/stable CF Looting/robbery FF Weird/supernatural
WILDERNESS TRAVEL WILDERNESS FOLK
Most of the micro-settings are based in a town or
city, but sometimes you may wish to explore the Interpret within the context of the setting...
outside world, in which case you should use these AA Adventurers DA Malevolent spirit
tables instead of the urban ones. You can also mix AB Arrogant noble DB Man-eating plant
and match, “dipping in” to these tables for a scene AC Bandits/outlaws DC Merchant/tinker
or two when a mostly-urban adventure involves AD Bear/wolves/big cat DD Military force
briefly traversing the wilderness. AE Bounty hunter DE Mischievous fey
AF Capricious nymph DF Monster/undead
CONSIDER THE OBJECTIVE BA Caravan/wagon EA Pilgrims/lepers
People rarely just wander out into the wilderness BB Carrion birds EB Runaway/deserter
to see what they find—they almost always have a BC Curious animal EC Rustler/poacher
certain goal or destination in mind. Consider this BD Deer/horses/cattle ED Scavengers/foragers
objective when you’re planning out the scenes. BE Elemental guardian EE Scouts/raiders
BF Explorers/travelers EF Skilled ranger
EXPLORATION CA Ghostly figure FA Sorcerer/witch
There are many options for handling wilderness CB Honorable knight FB Stalker/predator
exploration. Some settings provide official maps, CC Hungry insects FC Territorial beast
which you can use to determine the terrain and CD Hunting party FD Traveling artist
major landmarks, filling in any remaining details CE Invisible faeries FE Venomous snake
during play. Likewise, games set in the real world CF Loner/hermit FF Wandering minstrel
can use the plethora of maps available online.
Another option is to utilize free online tools to
generate random maps, and apply traditional hex WILDERNESS FEATURES WILDERNESS EVENTS
crawl (or point crawl) techniques to flesh out the
various regions as you explore. Interpret within the context of the setting... Interpret within the context of the setting...
However, if you’re only interested in the story, AA Ancient shrine DA Mysterious tower AA Accident/breakage DA Rolling log/boulder
you can roll on the table below to determine the AB Bones/corpses DB Old battlefield AB Ambush/attack DB Running animal
type of region where the current adventure takes AC Briar/rocky maze DC Ominous statue AC Avalanche/landslide DC Shout/scream
place. There’s no need for a map in this case, just AD Bridge/ford DD Overgrown ruins AD Circling vultures DD Sickness/injury
focus on the points of interest, and assume your AE Broken vehicle DE Pond/spring AE Collapsing ground DE Sounds of battle
character knows roughly where they’re going. AF Burial grounds DF Quicksand/crevasse AF Criminal activity DF Spoiled supplies
BA Cabin/hut EA Raging river BA Curious animal EA Stalked/followed
BB Camp/firepit EB Road/path/trail BB Eerie sounds EB Stampede/charge
WILDERNESS REGIONS BC Cave mouth EC Rope/log bridge BC Falling tree/rocks EC Storm/blizzard
BD Concealed garden ED Sacred ground BD Heavy rain/snow ED Strong winds
The terrain in this region is primarily... BE Crumbling ruins EE Sheltered spot BE Helicopter/dragon EE Sudden silence
A Canyon/valley D Marsh/swamp/bog BF Edible fruit/plants EF Solitary building BF Hopelessly lost EF Technology/magic
B Forest/jungle/scrub E Plains/plateau CA Enchanted zone FA Standing stones CA Howling wolf FA Thick fog/mist
C Hills/mountains F River/lake/ocean CB Enigmatic monolith FB Steep cliff/ridge CB Hunting predator FB Thunder/lightning
While the climate is best described as... CC Extravagant tent FC Stream/lake CC Mirage/illusion FC Unusually hot/cold
A Arctic/tundra D Temperate/moderate CD Fortified building FD Timeworn fountain CD Miserable weather FD Warning sign/shot
B Cold/arid/barren E Tropical/savanna CE Gorge/ravine FE Town/village/farm CE Monstrous activity FE Weird/supernatural
C Hot/arid/barren F Warm/humid CF Mine/quarry FF Tranquil oasis CF Pungent odor FF Wildfire/earthquake
DUNGEON CRAWLS DUNGEON DENIZENS
Some adventures may involve dungeon crawling,
exploring caves and ancient temples—or perhaps Interpret within the context of the setting...
derelict spaceships and space stations, depending AA Animals/vermin DA Hydra/serpent
on the genre of your setting! AB Animated plants DB Lich/necromancer
You can also dip into these tables for a scene or AC Bandits/outlaws DC Lizardfolk
two—an urban adventure could require a journey AD Chimera/hybrid DD Minotaurs/centaurs
through the city sewers, while a wilderness quest AE Cockatrice/wyvern DE Mutants/beastmen
might involve a brief stint in some old ruins. AF Constructs/robots DF Ogres/trolls
BA Demons/imps EA Orcs/hobgoblins
POPULATING DUNGEONS BB Dragon/drake EB Otherworldly beasts
Most dungeons will be populated by a single type BC Eldritch horrors EC Priests/cultists
of creature, so you’ll usually only roll once on the BD Elemental/nymph ED Scientist/artificer
Dungeon Denizens table, and then interpret and BE Fairies/fae/elves EE Skeletons/zombies
extrapolate the result to fit your setting. BF Frogfolk/merfolk EF Terror birds
CA Ghosts/wraiths FA Titans/giants
EXPLORATION CB Ghouls/cannibals FB Vampire/mummy
If you like mapping out your dungeons, there are CC Giant worms/bugs FC Werebeasts/shifters
many online tools for generating random layouts, CD Gnomes/dwarves FD Wights/draugar
and tiles that you can arrange on the fly. But for a CE Goblins/kobolds FE Witch/hag
story-driven adventure, it’s usually easier to focus CF Harpies/griffins FF Wizard/sorcerer
on the key areas of interest, similar to the popular
“five-room dungeon” method.
DUNGEON FEATURES DUNGEON EVENTS
TRACKING PROGRESS
Your progress through a dungeon can be tracked Interpret within the context of the setting... Interpret within the context of the setting...
with cards as normal, but you don’t need to treat AA Altar/table/desk DA Macabre apparatus AA Ambush/sniper DA Pungent odor
every dungeon location as a separate scene. Only AB Arcane/alien device DB Markings/writing AB Barking/growling DB Raised alarm
draw cards when you want to advance the story, AC Architectural oddity DC Mold/moss/plants AC Blade trap DC Rear attack
letting the adventure unfold at your own pace. AD Bed/bunk/coffin DD Odd paraphernalia AD Crushing trap DD Rockfall/collapse
AE Books/computers DE Painting/tapestry AE Deception/illusion DE Shouting/roaring
TRAPS AND COMBAT AF Chasm/fissure DF Pantry/larder/meat AF Entangled/pinned DF Slippery patch
Key challenges in a dungeon usually involve traps BA Chest/cupboard EA Pillars/stalagmites BA Explosion/smoke EA Sound of movement
or combat, and failure generally costs resolve, in BB Cryptic clue/puzzle EB Prisoner/corpse BB Fall/trip/stumble EB Spear/dart trap
addition to counting as a scene loss. BC Defaced/vandalized EC Slick/smooth floor BC Frontal attack EC Stalked/shadowed
An agile challenge could be narrated as evading BD Dirt/decay/rot ED Stains/damage BD Guard patrol ED Sticky floor
an arrow trap, leaping over a pit, or participating BE Distinctive smell EE Statue/sculpture BE Hidden surprise EE Strange sounds
in a ranged combat encounter. BF Drafty/ventilated EF Steps/stairs/ladder BF Hit-and-run attack EF Tilting floor
A brawny challenge can be described as raising CA Fireplace/pit FA Sticky/magnetic CA Murmer of voices FA Tripwire
a portcullis, resisting poisonous gas, or engaging CB Fountain/pool FB Uneven/rotten floor CB Noisy floor FB Unexpected visitor
in melee combat against some sort of monster. CC Furs/hides/blankets FC Unusual lighting CC Pincer attack FC Vermin/beast
A crafty challenge might involve spotting a trap CD Gruesome scene FD Vermin nest/hole CD Pit trap FD Wandering monster
or ambush, tricking or intimidating a monster, or CE Guard animal/pet FE Vines/roots/wires CE Poisonous gas/trap FE Weeping/screaming
engaging in magical combat. CF Lavish decorations FF Weaponry/tools CF Pressure plate FF Wrong turn
DISTANT VOYAGES VOYAGE ENCOUNTERS
Some adventures follow a ship’s journey at sea, or
a spacecraft’s voyage among the stars, or even an Interpret within the context of the setting...
airship’s expedition to distant lands. You can also AA Abandoned ship DA Merchant galleon
mix and match with other tables if you wish. AB Adrift survivor DB Mermaids/cecaelias
AC Alluring sirens DC Nymph/elemental
NAVIGATION AD Cargo ship DD Passenger ship
Much like wilderness adventures, voyages usually AE Colony transporter DE Patrol boat
involve a journey to a specific destination, even if AF Convoy of ships DF Pirate vessel
the hero doesn’t initially know exactly where they BA Disguised vessel EA Pompous noble
are going. Resolving the adventure will generally BB Exploration ship EB Penal transport
imply reaching the destination. BC Fast sailboat/yacht EC Raiders
Maps can be useful tools for plotting a voyage, BD Fishing boat ED Scouting vessel
particularly if you need travel time estimates, but BE Flotilla of boats EE Sea/space serpent
you can always hand-wave the route if you prefer BF Ghostly/alien ship EF Slave ship
to focus on narrating the story. CA Giant turtle/whale FA Small warship
CB Glowing jellyfish FB Smugglers
VEHICULAR CHALLENGES CC Hungry shark/alien FC Someone on a raft
Key challenges on a voyage often involve steering CD Kelpie/shapeshifter FD Undead/cannibals
a vessel around dangerous obstacles or engaging CE Kraken/monster FE War galley
the enemy in combat. CF Large warship FF whaling vessel
An agile challenge could be narrated as relying
on reflexes to avoid a collision, running silent to
evade the enemy, or manning a cannon to shoot a VOYAGE LANDMARKS VOYAGE EVENTS
hostile vessel during a naval battle.
A brawny challenge can be described as using Interpret within the context of the setting... Interpret within the context of the setting...
strength to turn the ship’s wheel during a storm, AA Ancient monument DA Plague island AA Ambush/attack DA Kraken/shark attack
enduring a long ornithopter flight, or sprinting AB Archipelago DB Platform/oil rig AB Betrayal/trickery DB Missing person
to the engineering deck to fix a malfunction. AC Castle/space station DC Port town/city AC Bounty hunter DC Mutiny/treachery
A crafty challenge might involve calculating a AD Coastal village DD Reef/asteroid field AD Brawl/violence DD Land ahoy!
safe route, using sharp eyesight to spot and avoid AE Dangerous passage DE Rocky shore AE Confrontation/duel DE Pollution/wreckage
some rocks, or inspiring the crew to row harder. AF Estuary/inlet/strait DF Sandy beach AF Crash/explosion DF Pursuing pirates
BA Fishing village EA Sea/asteroid cave BA Curse/bad omen EA Raft/escape pod
BB Floating island EB Sea fort/moon base BB Damaged ship EB Saboteur/spy
WEATHER CONDITIONS BC Foggy coastline EC Sheltered bay/cove BC Dead calm EC Salvage/booty
BD Fortified island ED Ship cemetery BD Distress signal ED Sea serpent
The sky overhead is currently... BE High rocky outcrop EE Shipwreck BE Dolphins/good luck EE Storm/tsunami
A Clear/sunny D Overcast BF Iceberg/pumice raft EF Submerged island BF Dream/vision EF Stowaway/intruder
B Mostly clear/sunny E Overcast with drizzle CA Island fortress FA Sunken ruins CA Drunken crewman FA Strong/stellar wind
C Mostly cloudy F Overcast with rain CB Islet/asteroid FB Tall cliffs CB Fishing incident FB Theft/murder
While the wind is best described as... CC Leviathan bones FC Tropical island CC Flaring tempers FC Thick fog
A Calm D Strong breeze CD Lighthouse/beacon FD Uninhabited island CD Floating corpse FD Treasure/bounty
B Light breeze E Gale-force winds CE Mining island FE Volcanic island CE Floating debris FE Unusual fish/alien
C Moderate breeze F Storm/hurricane CF Penal colony FF Whirlpool/vortex CF Injury/sickness FF Weird/supernatural
PLANES & PLANETS NATIVE SOCIETIES
Some adventures involve visiting new worlds or
alternate dimensions. The precise means of travel Roll, interpret, and combine 1-3 results...
depends on the setting, but might involve arcane AA Astonishing talent DA Old-fashioned ideas
devices, powerful spells, wormholes, interstellar AB Baffling etiquette DB Oppressive regime
gateways, starships, or something else entirely. AC Bizarre rituals DC Outsiders are feared
AD Bribery is common DD Pacifism is popular
DEAD WORLDS AE Corrupt officials DE Powerful factions
Not every plane and planet will be inhabited, and AF Cruel punishments DF Reliant on tech
even advanced civilizations eventually die. If you BA Cutthroat politics EA Respect for elders
are visiting a random planet, considering asking a BB Dangerous customs EB Rigid caste system
Simple Question to see if it can even support life. BC Easily manipulated EC Skilled builders
BD Honor and chivalry ED Sorcery is outlawed
BE Illogical laws EE Strange diet
PLANAR TRAVEL BF Influential religion EF Thriving trade
CA Intolerant outlook FA Unusual beliefs
The dimension is best described as... CB Magic means status FB Utopian veneer
A Heavenly/divine D Physical/material CC Might makes right FC Vicious attitudes
B Hellish/infernal E Astral/spiritual/limbo CD Money is power FD Warlike culture
C Elemental/primal F Mental/dreamlike CE Mysterious tech FE Wealth disparity
Which takes the form of... CF Mystical heritage FF Weird burial rites
A An endless realm D A city, town, or village
B A castle or labyrinth E A god or titan’s corpse
C A microcosm F A distortion of reality REALM FEATURES MAJOR EVENTS
And contains dangers such as...
A Hostile inhabitants D Hard to navigate Roll, interpret, and combine 1-3 results... Roll and interpret a major event if you wish...
B Ever-changing terrain E Ever-changing terrain AA Beautiful oasis DA Powerful storms AA Alien invasion DA Otherworldly virus
C Weird physics F Unpredictable magic AB Dangerous vermin DB Prison realm AB Amazing invention DB Pestilence
AC Deadly diseases DC Ruins of civilization AC Angry dragons DC Radiation
AD Dying world/plane DD Shrieking winds AD Apocalyptic cult DD Religious conflict
PLANETARY TRAVEL AE Eldritch horrors DE Sprawling forests AE Approaching comet DE Rise of a tyrant
AF Emotional influence DF Strange geometries AF Behemoth rampage DF Shocking discovery
The world takes the form of a... BA Ferocious predators EA Thick fog or mist BA Black hole EA Spreading darkness
A Small rocky planet D Artificial world BB Fierce oceans EB Towering peaks BB Changing climate EB Strange new fashion
B Large rocky planet E Habitable moon BC Floating islands EC Toxic environment BC Cryptic events EC Supernatural event
C Gas giant with habitat F Large asteroid BD Hard to breathe ED Untamed lands BD Deadly pandemic ED Superstition/fear
With an orbit best described as... BE High gravity EE Unusual terrain BE Dust clouds EE Superweapon
A Earthlike orbit D Binary star system BF Incompatible food EF Valuable resources BF Earthquakes EF Toxic fog/mist
B Tidally locked E Orbits a red dwarf CA Incorporeal entities FA Vast wilderness CA Eldritch corruption FA Tsunami/flood
C Rogue planet (no star) F Dying star system CB Low gravity FB Vile stench CB Famine/drought FB Undead hordes
And an approximate technology level of... CC Mysterious vista FC Volcanic landscape CC Horrific infestation FC Unstable seasons
A Primitive/Antiquity D Modern-day Earth CD Natural defenses FD Water is acidic CD Implausible crisis FD Volcanic eruption
B Medieval/Classical E Postmodern high-tech CE Pitch dark FE Weakened magic CE Meteorite impact FE War/revolution
C Industrial/Victorian F Interstellar/futuristic CF Post-apocalypse FF Weird sounds CF Mysterious deaths FF Witch hunt
CRIMES & MYSTERIES UNSOLVED MYSTERIES
If you’re running investigative games, try to build
up the story as you progress through the scenario Interpret within the context of the setting...
rather than revealing too much in advance. Start AA Alien sighting DA Lost treasure
by generating the mystery or crime, then roll for AB Ancient technology DB Magical relic/device
clues as you interact with witnesses and examine AC Astral projection DC Missing person
crime scenes. A criminal’s motive might be clear AD Bedeviled object DD Murder-suicide
from the start or not revealed until later. Perhaps AE Blood drinkers DE Occult rituals
their true motive differs from the apparent one! AF Cannibalism DF Phantom hitchhiker
If you have difficulty matching a table result to BA Crop circles EA Psychic visions
the scenario, consider reading the dice in reverse BB Cursed land EB Ritualistic killings
(e.g., D A becomes A D), or reroll—or even choose BC Demonic possession EC Savaged corpse
something that fits. As always, the tables are there BD Disappearance ED Secret door/room
to provide inspiration, not limit creativity. BE Faith healing EE Spooky woods
BF Forbidden grimoire EF Sunken ship
GENRE‐SPECIFIC CRIMES CA Ghost vehicle FA Strange lights
Try to interpret the table results in a way that fits CB Ghostly sighting FB Unnatural sickness
your scenario. If this isn’t possible (e.g., you roll CC Haunted house FC Urban legend
“cybercrimes” in a medieval setting), replace the CD Horrific mutilations FD Vanished flight
crime with something common or specific to the CE Human sacrifice FE Violent beast
game’s genre, such as petty theft or witchcraft. CF Impossible crime FF Weird drownings
NEGATIVE ATTITUDE
SUBJECT OF INTEREST SPEECH/MANNERISMS
The character’s general attitude involves...
A Accusations/insults D Mocking/taunts Interpret within the context of the setting... Interpret within the context of the setting...
B Boasts/bluster E Threats/intimidation AA Animal/pet DA Local news/gossip AA 1000 yard stare DA Mumbles/slurs
C Demands/bullying F Yelling/ranting AB Assault/invasion DB Murder/death AB Always interrupts DB Often clears throat
AC Behavior/sin DC Mystery/secret AC Avoids eye contact DC Picks nose/teeth
AD Brawl/battle/duel DD Person/faction AD Bites lip/nails DD Plays with hair
NEUTRAL ATTITUDE AE Celebrity/luminary DE Personal agenda AE Breathes loudly DE Rubs eyes/mouth
AF Children/relatives DF Physique/beauty AF Chain smoker DF Scratches a lot
The character’s general attitude involves... BA Clue/rumor/story EA Private matters BA Chews gum/leaves EA Slouching posture
A Boredom/distraction D Politeness/civility BB Courage/heroism EB Profession/vocation BB Constant snacking EB Speaks quietly
B Inquisitive/nosy E Preaching/insistence BC Disaster/accident EC Quest/adventure BC Cracks knuckles EC Strokes chin/beard
C Joking/teasing F Teaching/explaining BD Discovery/creation ED Recent event BD Darting eyes ED Stutters/pauses
BE Disease/sickness EE Relationship/love BE Drinks excessively EE Talks/laughs loudly
BF Family/heritage EF Religion/faith BF Drums fingers EF Taps foot
POSITIVE ATTITUDE CA Festival/party FA Resources/property CA Fiddles/fidgets FA Touches/traces scar
CB Geography/place FB Skill/talent/aptitude CB Folded arms FB Tilts head & frowns
The character’s general attitude involves... CC History/past FC Status/reputation CC Gestures wildly FC Tugs ear/clothing
A Assistance/guidance D Flirting/flattering CD Intellect/wits FD Theft/robbery CD Giggles/chuckles FD Twists jewelry
B Beseeching/groveling E Praising/admiring CE Item/equipment FE Wealth/treasure CE Hands in pockets FE Unusual accent
C Entertaining/regaling F Sympathizing CF Knowledge/study FF Weather/climate CF Hums/whistles FF Whispers/rasps
CHARACTER NAMES FICTIONAL NAMES
There are many ways to choose names for NPCs.
The quickest method is to make them up, but this Roll twice and combine a prefix and suffix...
can soon become mentally taxing, so some prefer AA And (-aer) DA Mord (-ild)
random name generators. There are loads of free AB Barth (-ak) DB Ness (-in)
ones online, or you can search for popular names AC Cart (-alis) DC Nol (-ion)
by country and create your own custom tables. AD Cyn (-ard) DD Ord (-ique)
AE Dar (-as) DE Port (-ith)
NAME GENERATOR AF Denn (-astin) DF Quint (-obund)
The name generator provided here is designed to BA Eld (-ed) EA Rabb (-ock)
fit most Tricube Tales micro-settings, so the real- BB Fill (-egar) EB Roth (-on)
world names are primarily North American; roll BC Gal (-en) EC Sard (-ond)
for a forename and surname and look them up on BD Gor (-ent) ED Sim (-op)
the appropriate table. Each of the entries has two BE Haeth (-er) EE Tann (-orish)
names—the first name is Anglo-American, while BF Hord (-eray) EF Thelm (-uis)
the second is Hispanic-American. CA Izz (-esia) FA Ulin (-uli)
The fictional name table is intended for fantasy CB Jaer (-ey) FB Venc (-un)
settings but may also suit science fiction or even CC Kyn (-ia) FC Vepp (-unak)
horror (e.g., for demon names). Roll twice on the CD Lok (-ian) FD Wald (-ustin)
table, combining a prefix and suffix to determine CE Lyth (-iek) FE Wern (-utier)
the character’s name (e.g., AA FF is “Andyn”). CF Mag (-ig) FF Zar (-yn)