Flavor random tables for prompts, successes and glitches.

These are the tables currently used by the Terminal.

They are meant to be used for inspiration or if you don’t want to think.

Players and DMs are encouraged to create their own or modify and expand upon this tables.

They are a north, and a way to guide the game. But in no way they are to be taken as gospel.

Quick Index

A) Station Prompts

Use when entering each station.

Awakening

  • 1. Okay, campers, rise and shine! And don’t forget your booties ‘cause it’s cold out there today.
  • 2. It’s cold out there every day. What is this, Miami Beach? Not hardly.
  • 3. Okay, campers, rise and shine! And don’t forget your booties ‘cause it’s cold out there today.
  • 4. That’s right, woodchuck chukers. It’s February 31st! Get up and check that hog!
  • 5. Then put your little hand in mine. There ain’t no hill or mountain we can’t climb. I got you babe
  • 6. Okay, campers, rise and shine! And don’t forget your booties ‘cause it’s cold out there today.

Journey

  • 1. The streets are a sea of grey suits. The NPCs are moving in perfect sync. The air smells like stagnant coffee.
  • 2. RENDERING_CROWD / STATIC_TRANSIT / SOCIAL_BUFFERING / AUDITORY_LOOP
  • 3. You are a face in the crowd, but the crowd is also inside you.
  • 4. The world is a vampire, but it’s also your home. You feel a strange mix of detachment and familiarity.
  • 5. The path ahead seems to stretch infinitely. You are walking, but the horizon never moves.
  • 6. You are surrounded by people, but they are all Idle. They stand perfectly still until they snap into a scripted motion.

Interview

  • 1. It’s a formal setting. The Interviewers expect you to maintain the mask while they dissect you.
  • 2. The room is tiny, packed with towers of paper that reach the ceiling. The interviewer is a voice coming from a speaker on the wall.
  • 3. There are no walls, only a desk and two chairs in a boundless, glowing white space.
  • 4. You sit at a glass table. The interviewers are three identical figures in silhouette. You can see your own reflection in their faces.
  • 5. The interviewers are friendly and warm, but you can’t shake the feeling that they are not entirely real.
  • 6. You get to the council building and have a seat. The waiting area is filled with other candidates, but they all look like mannequins.

Return

  • 1. You push through the revolving door, but it takes three full rotations before it finally spits you out onto the street.
  • 2. The air outside is cold and synthetic, like the inside of a refrigerator. The sky is a flat, featureless gray.
  • 3. You stand on the curb, there is no fire and no smoke. Only the orange glow of LEDs.
  • 4. As you cross the building’s shadow, the sky changes color instantly from office-fluorescent to a bruised, purple twilight.
  • 5. The concrete outside the office is vast and empty. A single, crumpled flyer blows across the ground in a perfect, repeating circle.
  • 6. The elevator drops too fast. The floor numbers on the display are counting in hexadecimal. You feel like you’ve left your stomach on the 31st floor.

B) Architecture of Success (d12)

Use after Success on standard pool checks. Pick the pool table that was rolled.

MSK

  • 1. Perfect micro-expression.
  • 2. Charismatic Auto-Fill.
  • 3. Uncannily pleasant tone.
  • 4. The Ideal Citizen aura.
  • 5. Narrative-grade charm.
  • 6. Flawless social script.
  • 7. Mimicry: 100% Match.
  • 8. Emotional firewall active.
  • 9. Subject is Invisible.
  • 10. High-fidelity skin render.
  • 11. Persuasion.exe success.
  • 12. Script-perfect smile, zero seams visible.

SNS

  • 1. Frame-perfect movement.
  • 2. Weightless coordination.
  • 3. Heightened reaction time.
  • 4. Sensory overclock.
  • 5. Spatial awareness +100%.
  • 6. Muscle-memory override.
  • 7. Impact dampening.
  • 8. Kinetic energy recovery.
  • 9. Zero-latency motion.
  • 10. Precision equilibrium.
  • 11. Surface-tension grip.
  • 12. Noise-cancelled calm, every signal in phase.

LOG

  • 1. Elegant code-path found.
  • 2. Data-stream clarity.
  • 3. Occam’s Razor solution.
  • 4. System-wide efficiency.
  • 5. Pattern recognition lock.
  • 6. Probability manipulation.
  • 7. Logical Short-Circuit.
  • 8. Optimized resource use.
  • 9. Root-access intuition.
  • 10. Algorithm bypass.
  • 11. Multi-threaded thought.
  • 12. Self-healing plan compiles on first run.

C) Big Book of Glitches (d20)

Use after Glitch outcomes.

  • 1. TEXTURE LOSS: An object you touch turns into a bright pink missing grid.
  • 2. VOICE DELAY: Your words appear as subtitles in the air before you speak them.
  • 3. LOD ERROR: People farther than 5 feet away become low-poly, faceless shapes.
  • 4. CLIP-THRU: You momentarily sink ankle-deep into the solid floor.
  • 5. GHOST INPUT: Your hand moves to do something your mind did not command.
  • 6. SOUND LEAK: You hear the background music of the simulation as loud white noise.
  • 7. SENSORY SWAP: You smell the color blue or see the sound of the bus.
  • 8. TIME JUMP: You teleport 10 feet forward with no memory of the steps.
  • 9. ASSET FLIP: A common object is replaced by a strange item.
  • 10. THE VOID-EYE: For a split second, everyone’s eyes turn into black pits.
  • 11. SKY-BOX TEAR: Looking up reveals the sky is a flat, flickering image file.
  • 12. DUPLICATION: There are two of the same person standing next to each other.
  • 13. GRAVITY SPIKE: Everything suddenly feels five times heavier for one minute.
  • 14. STATIC BREATH: When you exhale, gray digital dust falls from your mouth.
  • 15. UI INTERFERENCE: A Low Battery or Error 404 warning floats in your vision.
  • 16. MIND-LOOP: You repeat the last sentence you said three times involuntarily.
  • 17. STUTTER-STEP: You are stuck in a walking animation but are not moving.
  • 18. THE MONITOR: You see a giant, pixelated eye watching from a window.
  • 19. DATA BLEED: Fragments of another candidate’s memory overlay your own for a moment.
  • 20. KERNEL PANIC: The scene freezes, alarms blare, and the system hard-resets to where you were.

D) Commute Back Success (d6)

Use after successful objective B.

  • 1. You made it out unscathed, but the world feels a little grayer.
  • 2. You find a small moment of distraction that makes you forget why you endure this.
  • 3. You treat yourself to a small comfort and it feels like a luxury.
  • 4. You feel a sense of accomplishment despite the challenges and the lack of energy.
  • 5. You arrive home and take a moment to appreciate the simple things and pretty patterns.
  • 6. You reflect on the day’s events to process and feel a bit more grounded.

E) Recharge Prompts (d6)

Use during objective U scene framing.

  • 1. You feel depleted but grateful for the chance to rest, finally.
  • 2. You are too wired to rest, but you try anyway and it feels like a waste of time.
  • 3. You have a brief moment of peace, but it slips away as you worry about the next loop.
  • 4. You manage to find some time to rest and it feels restorative, but you know it won’t last.
  • 5. (silence)
  • 6. You take what you can get and it feels like a small victory, even if it’s not enough.

F) Battery Zero Events (d6)

Use when Battery reaches 0 and hard reset triggers.

  • 1. HARD POWER-OFF: Your vision clips to black mid-step. You wake up instantly sitting upright in bed, heart racing, with the taste of copper in your mouth.
  • 2. MEMORY LEAK: As you collapse, you see the last 24 hours playing backward at 10x speed. You wake up with a crushing headache and a vague sense of deja vu.
  • 3. FRAGMENTED AWAKENING: You wake up, but the room is wrong. The furniture is shifted two inches to the left. It takes a moment for the OS to ‘snap’ the room back into place.
  • 4. GHOST AUDIO: You don’t wake up to an alarm; you wake up to the sound of your own voice screaming from the hallway. When you look, the hallway is empty.
  • 5. BUFFER OVERFLOW: You wake up covered in ‘Digital Sweat’ - a layer of glowing, translucent hex-code that evaporates as soon as you touch it.
  • 6. KERNEL PANIC: You wake up 5 minutes before the alarm. For 300 seconds, you are the only thing rendered in a pitch-black void. Then, the room ‘pops’ into existence.

G) Objective Prompt Tables

Use these before each objective roll/check.

D) Bed (d6)

  • 1. You wake from a loop memory and lose your words.
  • 2. You stay still and count mechanical sounds in the room.
  • 3. You miss an alarm but gain a moment of quiet focus.
  • 4. You wake on schedule and perform the script cleanly.
  • 5. You wake with static in your ears and immediate overload.
  • 6. You wake with unusual clarity and name one true need.

O) Mirror (d6)

  • 1. You do the expected face and hate how easy it is.
  • 2. You practice one sentence until it sounds borrowed.
  • 3. You skip eye contact and gain a private breath.
  • 4. You choose a comfort item over strict appearance rules.
  • 5. You over-correct and lock into persona mode.
  • 6. You let one visible glitch stay visible.

W) Fuel (d6)

  • 1. You forget to eat and run on friction.
  • 2. You eat a safe food and steady your hands.
  • 3. You attempt a new texture and regret it instantly.
  • 4. You over-caffeinate and sharpen too hard.
  • 5. You hydrate and recover one small thread of focus.
  • 6. You eat slowly and feel almost present.

G) Connection (d6)

  • 1. A delay collapses your timing and rewrites your route.
  • 2. You find a quiet transfer and protect your focus.
  • 3. A notification storm fractures your planning.
  • 4. You follow your map perfectly and feel strangely hollow.
  • 5. You miss a turn and discover a calmer path.
  • 6. You sync with the flow and arrive with spare energy.

L) Interaction (d6)

  • 1. A stranger requests small talk and your script lags.
  • 2. You answer minimally and preserve your bandwidth.
  • 3. You mask hard and get praised for being easy.
  • 4. You set one boundary and the world does not end.
  • 5. A misunderstanding escalates and you over-explain.
  • 6. You find one kind person and borrow their calm.

Y) Environment (d6)

  • 1. Lighting hum drills into your concentration.
  • 2. Temperature mismatch puts your body on alert.
  • 3. You secure a tolerable corner and regulate quickly.
  • 4. Sudden noise spike derails your sequence memory.
  • 5. You use a sensory tool and reduce overload.
  • 6. Conditions stay stable long enough to think clearly.

S) Situation (d6)

  • 1. The interviewer asks for an origin story you have rehearsed too many times.
  • 2. The room layout disorients your body before the first question lands.
  • 3. You are asked a vague behavioral question with no clear scope.
  • 4. A technical prompt appears and your pattern-recognition ignites.
  • 5. A contradiction appears between the role and the description.
  • 6. You are asked why you want this role, and the true answer is dangerous.

T) Task (d6)

  • 1. Translate your real process into market-safe language.
  • 2. Prioritize three urgent requests with incomplete context.
  • 3. Explain a conflict while avoiding blame language.
  • 4. Solve a logic puzzle while being observed.
  • 5. Defend a boundary without sounding resistant.
  • 6. Reframe a shutdown as a strategic pause.

A) Action (d6)

  • 1. You perform the expected answer exactly and lose yourself in it.
  • 2. You provide a literal answer and create productive tension.
  • 3. You over-mask, then forget the core point.
  • 4. You name one concrete method and regain control.
  • 5. You disclose a need and gamble on honesty.
  • 6. You improvise a hybrid answer and surprise everyone, including yourself.

B) Commute Back (d6)

  • 1. You replay every sentence and cannot stop auditing.
  • 2. You detach from memory and navigate on pure routine.
  • 3. A delay forces unplanned contact.
  • 4. You find silence and your nervous system descends one level.
  • 5. You doom-scroll and consume your remaining focus.
  • 6. You choose stillness over stimulation to recover slightly.

R, U, M

  • These objectives use special checks and do not have prompt tables.
  • Feel free to include whatever you want

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