u/World_of_Ideas

▲ 35 r/d100

Advantages and weaknesses of a city, province, or culture

Advantages and weaknesses of a people (city, province, culture, etc)

Based on this post: strengths and weaknesses of different civilizations by i_dont_know_why-

Advantages:

  1. Access to Advanced Technology - They have access to but can't manufacture technology that is more advanced than normal. Origin: (alien, discovered a [artificer, mad scientist] lab or cache, pre-apocalypse, precursor civilization, spacefaring ancestors, spaceship wreckage).

  2. Access to a Magical Terrain Feature - They have access to a magical (cave, cenote, grotto, grove, hot springs, lake, pool, spring, tree, etc) that grants some benefit to the community.

  3. Access to a Place of Power - They have access to a place of magical power. Benefits: (boost certain types of magic, higher mana levels than normal).

  4. Access to a Resource Dungeon - They have a dungeon in their (city, territory). The dungeon magically respawns resources and monsters within the dungeon. They regularly harvest resources from the dungeon / They charge adventurers, that want to go into the dungeon.

  5. Air Power - They have the power of flight. Type: (airships, flying mounts, flying machines, etc).

  6. Amphibious Citizens - Some or all of the citizens are amphibious. They can harvest underwater resources from (lakes, rivers, the sea) / When under attack they can retreat underwater.

  7. Animal Breeding (farming animals) - They have (domesticated, engineered, selectively breed) a type of farm animal that produces (higher quality, larger quantities) of a resource (bone, feathers, fur, hide, honey, honey dew, ink, ivory, meat, nectar, oil, silk, wax, wool).

  8. Animal Breeding (work animals) - They have (domesticated, engineered, selectively breed) a type of animal that is (stronger, faster, more enduring) than others of its kind. Ex: camels, dogs, elephants, elk, horses, oxen, reindeer, wolves, yaks, (fantasy creature).

  9. Arctic People - They live and thrive in harsh arctic conditions. Bonus to: (arctic survival / arctic travel / cold resistance / non-arctic cultures are at a disadvantage when fighting in the arctic).

  10. Avatar Protector - This place is protected by an extremely strong entity or monster.

  11. Blessing (land) - A powerful entity or god has blessed the land.

  12. Blessing (people) - A powerful entity or god has blessed the people. Ex: Blessings.

  13. Body Enhancement - A large number of people have been enhanced by (bioware, bio-engineering, cyberware, magical enhancement). These enhancements help them to survive and prosper.

  14. Byzantine Bureaucracy - Everything in this place is cataloged, noted, and written down. Finding information is a breeze, as the government works like a clock.

  15. Clean - They have fairly high standards of cleanliness. May be the result of (culture, laws, medical knowledge, religion, etc). Reduced disease within (city, culture).

  16. Concealment (camouflage) - Their communities are hidden via (camouflage, natural terrain). Its very difficult to find their communities unless you know where it is or they want to be found. Average citizen gains bonuses to camouflage and stealth.

  17. Concealment (invisibility) - Their communities are cloaked via magical or technological (disinterest, illusions, invisibility, subtle misdirection or repulsion). It's nearly impossible to find their communities unless you know where they are or they want to be found.

  18. Communications - They possess communication (magic, technology). This allows for nearly instant communication over long distances.

  19. Constructs - They possess constructs (automatons, clockwork, golems, robots, skeletons) that they use as workers or soldiers.

  20. Cosmopolitan - Visitors and merchants are common, so the people are knowledgeable about other cultures and regions. If native expertise is needed for hire, it's easy to find.

  21. Cultural Chameleons - The average citizen can effortlessly adapt to, blend in with, and assimilate into other cultures. Bonus on all social rolls when dealing with outsiders. Bonus to conceal themselves within another culture.

  22. Cultural Diversity - This place has a large number of different cultures, who seem to all get along with each other. Mostly.

  23. Cultural Powerhouse - Something about this place's culture entices people. The music, the food, the people, the art. The culture is so intoxicating, other cultures desperately try to emulate it.

  24. Defensible Location - The natural terrain makes their city easy to defend.

  25. Desert People - They live and thrive in harsh desert conditions. Bonus to: (Desert survival / Desert travel / Heat resistance / Craftsmen are better at making glass / non-desert cultures are at a disadvantage when fighting in the desert).

  26. Diplomacy - They are highly trained in diplomacy.

  27. Diverse Population - This place has a significantly large population of strange and unusual races. Winged humanoids fly through the sky as monstrosities walk and talk amongst the population as normal citizens. Human, Monster, Devil, Angel, so long as you behave, you have a place in this city.

  28. Egalitarian - This place treats everyone as equals. Even high-ranking officials have a desire to be seen as an everyday Joe.

  29. Entrance / Exit to the Underworld - They control an entrance or exit to a giant cavern system. Ex: Blackreach (Skyrim) / Hollow Earth / Journey to the Center of the Earth / The Gloom (The Bad Guy series) / The Sunless Sea / The Underdark (D&D).

  30. Everyone has Military Training - At a certain age everyone goes into the military for "x" years. Every citizen knows the basics of how to use a weapon and work together as a group.

  31. Fertile Soil - The land is good for agriculture. Crops are easier to grow and typically produce a (larger, higher quality) harvest.

  32. Gossip's Paradise - This place is swarming with the latest news, gossip, and other titillating information. Gossip rags, info boards, and even the average bartender are all eager to share.

  33. Historians - These people are well versed in local and world history, and they have extensive archives kept for generations. The average citizen gets advantage on history checks and all successes to research a historical topic (History, Religion, Nature, or Arcana Checks) count as a critical success to gain the maximum amount of information.

  34. Hive Mind - A large portion of the population is part of a hive mind or that have the ability to join with a hive mind in times of need. While a part of the hive mind, they gain perfect coordination when working as a team.

  35. Honor Code - (Anti-social, illicit) behavior is rare due to intense indoctrination.

  36. Hyper Vigilant - The average citizen is hyper vigilant. Bonus to detect illicit actions or behavior. Bonus to save vs the Surprised or Flat-footed condition.

  37. Indoor or Underground Farming - They have the ability to grow crops or raise animals indoors or underground. Crops are no longer weather or season dependent and can be grown year round. Farm animals are sheltered from predators and the weather.

  38. Law Enforcement (magic) - They have a division of law enforcement dedicated to stopping criminal use of magic.

  39. Less Baggage - They are a new (colony, settlement). They are far enough away from their progenitors, that they are no longer beholden to the restrictive (cultural, legal, religious) practices that stifle innovation.

  40. Long Lived - The average person's lifespan is longer than normal. This may be due to diet or (cultural, medical, religious, sanitation) practices.

  41. Magic (general) - They have more mages than normal / They have stronger mages than normal.

  42. Magic (specialty) - Their mages are stronger at a particular type of magic. Ex: divination, elemental, healing, summoning, etc.

  43. Major Trade Hub - The average citizen is more wealthy. Bonus to skills of appraisal, haggling / Locating merchants that deal in exotic goods / Average merchant knows more languages.

  44. Master Craftsmen (general) - They have a higher standard of craftsmanship that most civilizations.

  45. Master Craftsmen (specialty) - They are better at making "x", than any other civilization.

  46. Medicine - They have a higher degree of medical knowledge than other (cities, civilizations).

  47. Memory Recording - They have a (magical, technological) way to record their memories. The memories of citizens with worthy skills and knowledge are preserved in a type of library. Ex: Bob the Skull from the Dresdin Files / Cyberpunk: Uploading memories to a computer / The Pensieve from Harry Potter.

  48. Mental Fortified - The practices of their culture means the average citizen has above average mental defenses. The average citizen is resistant to Psychic Damage and attempts to read their minds ,hear their thoughts, or control their minds have disadvantage.

  49. Metallurgy - They know how to make metals that are (stronger, tougher, lighter) than normal.

  50. Military Might - They have a very strong military.

  51. Mobile City - Their (settlement, town, city) is mobile. Ex: On a floating island / On a moving island. It can move through the sea like a ship / On the back of a giant creature or construct / Teleports from one place to another

  52. Monster Hunters - Bonus to attack, defense, tracking, lore roles vs various types of monsters, harvesting monster parts, crafting with monster parts.

  53. Mutations - The citizens have one or more mutations that aid in their (prosperity, survival). Ex: Mutations

  54. Nautical - The live by the sea. They have better: (fishermen / ships / sailors / a stronger navy / knowledge of the sea / May have a higher number of people that know how to swim).

  55. Noblesse oblige - This place has a strong aristocratic tradition. Fortunately, the rules and traditions have led to them being mostly tame and well-mannered. They even believe in acting charitable, and will actively fight for their country.

  56. Nomads - They are always on the move. Bonus to: (faster long distance travel times / more efficient packing / wilderness survival / average citizen knows more languages from dealing with other civilizations.

  57. Pass / Tunnel Through a Barrier - They control a pass or tunnel though an impassable natural barrier. They can tax anyone wanting to use their pass. Going around would cost travelers hundreds of miles. Ex: bridge across a grand canyon / canyon, pass, or tunnel through a mountain range / tunnel from the main land to an island.

  58. Patriotic - It's easy to rouse the populace into shared or altruistic effort by appealing to their love of country.

  59. Physical Prowess - People are just (bigger, stronger, tougher, etc) than other civilizations. Could be a result of (culling the weak, cultural training regimen, diet, divine blessing, mutation, selective breeding, etc).

  60. Portal Network - They have access to a portal network that grants nearly instant travel to various locations.

  61. Power of Cuteness - Their race is considered adorable by many sapient beings. They have learned to weaponize their cuteness to get what they want and lull their opponents into a false sense of security.

  62. Protected by God - Their (city, people) are protected by a powerful entity (celestial, lich, god, old one, outsider, primordial, etc). This "god" takes a very active role in defending them or getting revenge on those who would harm them.

  63. Protected by Nature - Some naturally occurring thing drives away the (monsters, supernatural creatures, undead, etc).

  64. Rare Resource - They have access to a rare and valuable resource, as well as the ability to make use of it.

  65. Resistance to Corrosives - The average citizen has resistance to Acid Damage

  66. Resistance to Disease - There are a lot of diseases in their region. They have adapted a resistance in order to survive.

  67. Resistance to Magic Type - The people are resistant to a particular type of magic

  68. Resistance to Petrification - The culture is used to [petrifying element] and so the average citizen is immune to petrification caused by [petrifying element].

  69. Resistance to Poison - There are a lot of toxins in their region. They have adapted a resistance in order to survive.

  70. Robust Courier / Mail System - They can rapidly send mail or packages to anywhere in their (city, civilization).

  71. Scholarly - Average citizen has a higher level of education.

  72. Shape Changers - The average citizen can transform into one or more other forms. These other forms give them distinct advantages when performing certain tasks. Ex: Transforming into a: (dog or wolf to track prey by scent / dolphin or squid to work underwater / horse or donkey when muscle power is needed.

  73. Significant Landmark - A beautiful statue/building/natural feature draws people to this place. Tourists commonly talk about the beauty and wonder of this place.

  74. Skilled Traders -

  75. Spirits of their Ancestors - They have a way to contact the spirits of their ancestors. Their ancestors can provide useful advice and knowledge.

  76. Strong Allies - They have strong allies that they can call on in times of need.

  77. Strong Currency - The local currency is typically worth more than other types of currency / The local currency is almost always (accepted, exchangeable) in other (cities, countries, kingdoms). Economically they are stable, reliable, and trusted.

  78. Talking Beasts - For better or worse, this place has a large population of sentient and speaking animals.

  79. Technology - They can produce one or more technologies that the rest of the world doesn't know how to make yet.

  80. Trained for Emergencies - The average citizen knows what to do and where to go during various types of emergencies. Ex: (earthquake, fire, flood, invasion, monster attack, raider attack, tsunami, etc). Bonus: Higher survival rates and reduced panic during emergencies.

  81. Unique Product - They have access to a unique resource / They produce a product that no one knows how to make or no one has the appropriate resources to make.

  82. Unpalatable Food Source - Their primary food source is unpalatable to (outsiders, animals). (Outsiders, animals) have no interest in stealing their food.

  83. Well Planned Cities - The cities are planned out to take into consideration: (bad weather, crime prevention, defense, needs of different races, pollution, population growth, trade, traffic flow, waste disposal, etc).

  84. Zen - The average citizen is considered pretty calm and zen. They have advantage on wisdom saving throws.

Weaknesses:

  1. Accent - They speak with an accent that makes them difficult to understand.

  2. Agoraphobia (fear of open spaces) - An underground civilization. They have a crippling fear of the outside world / If force onto the surface, most of them suffer from panic attacks and dizziness.

  3. Bad Reputation - They have a (true, exaggerated, false) reputation, that makes other (people, societies) dislike or distrust them.

  4. Can't Speak Common - They can speak their own language. They may be able to speak a few esoteric languages. Unfortunately, Their mouth parts or vocal cords aren't capable of producing the sounds needed to speak many common languages.

  5. Can't Look Away - The average citizen has disadvantage on any checks to not see something or avoid a sight-based attack, debuff, or trap.

  6. Clashing Cultures - The civilization is made up of several different cultures. Each culture wants its own set of customs, rules, and regulations. This causes a lot of friction between the different cultures.

  7. Company Town - This place is owned by a particularly strong corporation/merchant's guild. People are paid in company script and must follow the rules put forth by the company.

  8. Conspicuous Consumption - Wasteful spending in pursuit of status.

  9. Corrupt Aristocracy - The aristocratic tradition of this place has rotted. Over-consumption, gaudy fashions, and kangaroo courts are normal, everyday occurrences here, as well as the occasional assassination.

  10. Cowards - The average citizen is easily frightened, startled, or intimidated. Bonus to All Intimidation checks against the average citizen. Citizen have disadvantage on all fear based saves.

  11. Cursed (land) - The land itself has been cursed. The nature of the curse makes it difficult to survive there.

  12. Cursed (people) - The people have been cursed. The curse: (makes interacting with outsiders difficult, makes survival difficult, reduces birth rates, reduces lifespan, etc).

  13. Deal With the Devil - The people have made a deal with some sort of powerful entity or monster. The deal allows them to survive or prosper, however the price is very high. If the price is not paid each (week, month, year, full moon, harvest, season, etc), their prosperity ends or turns to ruin.

  14. Dependency - Their people are dependent on "x" for their survival. It is a critical point of failure for their civilization. Ex: (They all require a special medicine / They can only eat "x" / A failing power source is powering their civilization).

  15. Detrimental Practice - Some of their (cultural, religious, work) practices are detrimental to their civilization. Effect: (hazardous, ostracizes potential allies and trade partners, reducing the quality of products or work, slows or stifles innovation, slows work).

  16. Drug Problem - Many of the people are addicted to a type of drug. Symptoms may vary, but they are always detrimental.

  17. Dueling - Jockeying for status via combat continually bleeds off a portion of society.

  18. Egotistical - Every person here believes they are the gods' gift to the world. Even the lowest of the low think it's a matter of time before they reach the top.

  19. Enemy - Their (culture, race) has a grudge with another (culture, race). Their will be hostilities when members of the two (cultures, races) encounter each other.

  20. Failing Resource - Their primary resource is starting to dry up. Ex: (animals scarce from over hunting / forest over forested / mine nearly depleted / soil depleted by over farming / etc).

  21. Friend Computer - This place has an immortal ruler. Sadly, it's not a SANE immortal ruler, as they constantly issue new rules and punishments.

  22. Grand Mikado - Strange and ironic punishments are commonly used to punish criminals in this place. Worse yet, the victims of such punishments are commonly paraded around. This can be as violent or funny as you wish.

  23. Harsh Environment - The surrounding environment can easily be lethal to those aren't prepared for it. Even those with knowledge and preparation may find it difficult. Ex: (arctic, desert, wasteland).

  24. Harsh Laws - The laws are very strict and punishment for breaking the law is very severe.

  25. Hive Mind - A large portion of this population is part of a hive mind. Their presence is off-putting, and harming one of them harms them all.

  26. Hostile Neighbors - A neighboring (country, kingdom, tribe, horde) raids or invaded often.

  27. Inbred - Resulting medical problems abound.

  28. Internal Strife - A large and diverse population can have its downsides, and in this case seem to result in constant bickering and fights between different groups and cliques.

  29. Illiterate - The majority of the population is illiterate / The entire population is illiterate.

  30. Isolationists - They do not have an abundance of allies and distrust strangers. The surrounding cultures may be eager to aid anyone but them.

  31. Knuckle Draggers - Their society is obsessed with physical strength. They look down on and discourage intellectual pursuits. The average citizen will be very strong and tough but they will be lacking in intelligence. Their tactics tend to very straightforward.

  32. Lacking a Skill - They never developed "x" skill or the skill was somehow lost (everyone that knew it died). Characters from this (city, civilization) cannot start with this skill.

  33. Last of Their Kind - The (village, town, city) is the last remnants of a particular (culture, race). The loss of any of their people is a major blow.

  34. Lawlessness - There is a high crime rate due to: (criminals have become too powerful for local government to deal with / lackadaisical enforcement / poorly written laws / the lack the resources and manpower to deal with the problem / too much corruption).

  35. Live in the Now - They do not keep records, and the average citizen has disadvantage on all History Checks.

  36. Mayfly Leadership - A particularly turbulent time period has led to the constant death/resignation of it's leadership. It's lucky to have a leader last longer than a few years, if not a few months.

  37. Monstrous Aristocracy - The aristocrats of this place can hardly be called human....mostly because they're not. A group of powerful monstrosities rules this land.

  38. Mutants - A large population of people in this area has a variety of positive and negative mutations. The cause of the mutations is unknown, but could be technological, spiritual, or magical. The mutations are unnerving to the average traveler, though not necessarily disgusting.

  39. Nationalistic - People of this place are heavily invested in it and refuse to believe in any flaw it might have.

  40. No Written Language - Their society either never developed a written language or somehow lost it. The average citizen cant read or write.

  41. Paris Syndrome - While this place may be spectacular, the rumors are even more grandiose. People who are excited to come here are commonly heartbroken by their disappointment.

  42. Peasant-Minded - What's the point of eking out a better life when you'll still be on the bottom? Best to appease your masters and not question any rule or law that they put forward. These individuals make wonderful servants and yes-men, though they lack the creativity or ambition for other crafts.

  43. Photosensitivity - An underground civilization. They find normal daylight blinding. They are more vulnerable to sunburn than normal.

  44. Poor - The (city, culture) is economically poor. The average citizen has less money. It's more difficult to find certain products.

  45. Prejudice Against Magic Users - They fear and discriminate against magic users. They likely have dedicated witch hunters or mage hunters.

  46. Primitive - Their society is more primitive than other societies.

  47. Protection Racket - The (city, civilization) is paying a (money, resources, sacrifices) to (a foreign power, bandits, a powerful monster, cultist, hostile neighbors, monsters, pirates, raiders, etc) so they don't attack.

  48. Recently Assimilated - The (city, civilization) has recently been (annexed, conquered). The people are still not familiar with the new (currency, customs, laws, rules) / There may be some animosity or friction between the people and their new rulers.

  49. Recovering from a Disaster - The (city, civilization) has been through some kind of disaster (magical disaster, natural disaster, war). It's slowly recovering.

  50. Red-Tape Wonderland - The bureaucracy in this land made sense....at one point in time. However, rule after rule has turned any simple task into an administrative quagmire.

  51. Required Garb - Citizens must wear a specific form of clothing to survive here. It might be a gas mask against smog, or it might be a king's ruling to identify outsiders.

  52. Required Protective Gear - The environment is hazardous in some way. People have to wear protective gear whenever they are outside. Shelters have mostly keep the hazard out, but some shelters protection may be failing. Ex: (life draining magic, radiation, toxic atmosphere, toxic fungal spores, etc).

  53. Ruler is an Evil Overlord - The current ruler is unnecessarily cruel and harsh.

  54. Ruler is Incompetent - The current ruler makes very bad decisions.

  55. Ruler is Insane - The current ruler is insane.

  56. Ruler is a Warlord - The current ruler is constantly trying to conquer other civilizations and expand their territory.

  57. Single Sex - Their population is all (male, female). They have to (interact with, capture) outsiders in order to reproduce. Ex: Amazons from Greek mythology.

  58. Sinner's Paradise - This place is particularly thick with gambling, vice, and pleasures. If you're not careful, you might get sucked in.

  59. Sitting on a Gold Mine - They have access to a resource that they can't use. Other civilizations consider this resource to be extremely valuable, and would likely invade if they find out about it.

  60. Slaver's Guild - This place has a particularly strong slaver's guild, where people are treated as property. Travelers regularly go missing, only to show up later on the market.

  61. Slow Birth Rate - They have a very slow birth rate compared to other civilizations.

  62. Spy Network - Those in power have a particularly strong spy network in this place, and commonly overhear and react to any gossip.

  63. Strange Customs - This country has a number of strange and uncomfortable customs which are done regularly and out in the open.

  64. Strict Gender Roles - Each half of the population deliberately cultivates incompetence in the realms assigned to the other gender / The (culture, laws, religion) punishes or ridicules people, who try to do jobs outside of their gender roles.

  65. Superstitious - Most of them believe in something that isn't true. Other people can easily use this belief against them.

  66. Thalassophobia (fear of deep water) - They have a crippling fear of the sea. They don't craft or travel on boats or ships / If forced on a ship, most of them suffer panic attacks / No one starts out knowing how to swim.

  67. The Curse of Cuteness - Their race is considered adorable by many sapient beings. It's often difficult to get other races to take them seriously or not treat them like small children.

  68. Tied to Tradition - They are determined to follow their customs and traditions, even if it (is proven to be detrimental, puts them at a disadvantage, works against them).

  69. Trusting - The average citizen is too trusting or gullible. Bonus to all Persuasion or Deception checks made against the average citizen.

  70. Unsanitary Practices - Some of their (cultural, religious, work) practices are very unsanitary resulting in a higher disease rate.

  71. Vulnerability to a Disease - Their people are particularly vulnerable to a particular disease.

  72. Vulnerability to a Toxin - Their people are particularly vulnerable to a poison.

  73. Weak - They are smaller or weaker than other civilization. Could be a result of (disease, divine exposure to toxin, curse, inbreeding, mutation, poor diet, etc).

  74. Weak Currency - The local currency is worth less than other types of currency / The local currency may not be (accepted, exchangeable) in other (cities, countries, kingdoms).

  75. Weak to Cold - They are used to hotter climates and don't do well in the cold.

  76. Weak to Dryness - Their skin must be moist at all times or they suffer. In arid environments they have to constantly wet their skin or wear an encounter suit.

  77. Weak to Heat - They are used to colder climates and don't do well in the heat.

  78. Xenophobic (fear of strangers) - The people just dislike or distrust (different races, outsiders)

Contributors, Sources, Inspiration:

comedianmasta

gnurdette

Paranoia RPG

snakebite262

World_of_Ideas/

Various fantasy and scifi (anime, books, comics, films, games, manga, TV shows)

reddit.com
u/World_of_Ideas — 8 days ago
▲ 18 r/d100

Personal claim to fame or infamy

Personal claim to fame or infamy

The person if famous. What are they known for?

The person is infamous. What are they known for?

Personal Fame

1. Accidentally killed the (disguised, shapeshifted) villain or monster / Hit and killed a NPC with a unlucky shot. Later the NPC turns out to be a villain or monster that was plaguing the town / Gave the villain (food, drink, an item) that they turned out to be (allergic, vulnerable) to

2. Aided in the capture of an infamous (criminal, gang, monster)

3. Aided in foiling a crime (abduction, murder, protection racket, robbery, rustling, etc)

4. Apprenticed to someone notable

5. Architect - They (designed, built) notable buildings and structures / They are the reason architecture in "x" region has a certain look, is made of a certain material, has certain design elements, etc

6. Barfly. This person is a renowned drunk, known for paying for others drinks, countless gossip, and good times. People always bring up adventurers that the drunk can't recall.

7. Bested someone notable in a duel

8. Bested (someone notable, a supernatural entity) in a game or contest

9. Bested (someone notable, a supernatural entity) in a game or contest + Used the prize to benefit (a good cause, the people, the town)

10. Broke a Record. Something similar to the Guinness world records. (local, state, kingdom, country, world) record

11. Captured a (city, fortress, stronghold, strategic target) that was said to be impregnable

12. Captured / Defeated / Killed a infamous criminal

13. Captured / Defeated / Killed a infamous monster

14. Caught a prize winning fish or sea creature

15. Changed the environment for the better. Ex: Transformed a wasteland into bountiful (fields, wetlands, woodlands, etc)

16. Chosen - (Champion, chosen one) of a non-evil (angel, celestial, god, outsider, primordial, spirit)

17. Clearing pest from the (fields, granaries, important structure, town, water source, etc)

18. Convinced a powerful entity (demigod, fae lord, god, old one, outsider, primordial, spirit, etc) to lend its aid to your (cause, clan, faction, town, tribe)

19. Crafted something that no one has been able to replicate

20. Created a popular recipe

21. Defeated a local (champion, undefeated team) at a (contest, sport)

22. Defeated a (monster, villain) through sheer luck

23. Defeated a (monster, villain) with smarts and tactics instead of brawn. Ex: (burying via avalanche, causing a cave-in to seal them in, thin ice on a frozen lake, tricking them into a trap, etc)

24. Defeated the champion(s) of an evil (demon, devil, fae lord, god, old one, outsider, primordial, etc)

25. Discovered a cure for a notable (curse, disease, poison), which was afflicting (a person, a group of people, livestock, crops)

26. Discovered a resource that allowed your (clan, town, tribe) to flourish or grow wealthy

27. Discovered a treasure or lost relic (family heirloom, historical treasure, national treasure, pirate's treasure, religious relic, town heirloom, working pre-apocalypse or precursor tech, etc)

28. Discovered or engineered a new crop, that can be used for (brewed drinks, dyes, medicine, spices, textiles, etc)

29. Discovered or engineered a new crop, that can survive in the (apocalypse, cursed lands, new world, waste lands, etc) / Discovered or engineered a new crop that can survive the coming changes in climate

30. Discovered or engineered a new crop, that kept the locals feed during hard times

31. Discovered something notable (aliens, cause of “x”, cure for “x”, historically important document or artifact, lost civilization, lost relic, lost technology, lost treasure of “x”, magic, new dimension, new land, new race, new technology, new world, resource, ruins, scientific principle, etc)

32. Dispelled a notable curse

33. Domesticated creatures, that have become incredibly (popular, useful)

34. Domesticated creatures, that were believed to be impossible to domesticate

35. Escaped from some place that was thought to be inescapable

36. Explored a (dangerous, mysterious) region

37. Fashion - They have designed style of clothing that has become very popular / They designed a style of clothing that was popular, but its popularity is declining / Their fame in has caused their outfits to become popular

38. First in generations to be able to (activate, awaken, touch, use) a magical heirloom that the town is known for.

39. Foiled a (coup, insurrection, mutiny, rebellion, revolt, etc) where the end result would have been worse for the people

40. Foiled an infamous crime

41. Found and returned the lost (bride, groom) to their betrothed

42. Found and returned the lost heir to their family

43. Fount of Knowledge - The person knows a great deal about a great many subjects. People often seek them out, when they have questions.

44. Fulfilled the conditions of a prophesy, where the end result was good

45. Greatly reduced crime in an area

46. Grew a prize winning large vegetable

47. Helped peacefully end a (riot, mutiny)

48. Heroic deed

49. Highly skilled. They may not be a master but they are the best at "x" skill within the region. Ex: (archery, bushcraft, fighting style, game, painting, profession, sport, weaving, etc)

50. Holds one of the top ranks in a specific (game, sport)

51. Honorable to a fault. They always act honorably even when they know their opponents will not / They always keep their word / They always make fair deals / They stick to a strict code of honor

52. Hunted or a prize winning creature

53. Introduced a notable person to their (betrothed, significant other)

54. Invented something of power. An extremely powerful (artifact, ritual, spell, technology)

55. Invented something that has become popular / Invented something that was extremely popular but has declined in it's popularity

56. Invented something that changed the (country, kingdom, world / culture, society)

57. Johnny Appleseed - Planted a certain type of plant everywhere they have traveled. The plant is now common throughout "x" region. The plant may be a harvestable resource

58. Provided food for a (colony, outpost, town, tribe) during a (crop failure, harsh winter, long drought, poor harvest)

59. Lead a (notable person, group of people) to safety through foul weather or a harsh environment

60. Lead a successful (campaign, raid) against (criminal, evil, invading, occupying, oppressive) forces

61. Lead the militia vs (a gang, bandits, invading forces, monster attack, occupying forces, raiders)

62. Managed to rally the (militia, troops), allowing them to win a battle

63. Master craftsman

64. Master or grand master of a (fighting style, game, profession, sport)

65. Mistaken Identity - You look like someone famous and often get mistaken for them

66. Non-Combatant who picked up a weapon to help defend their (clan, outpost, town, tribe)

67. Performed an Amazing Stunt - People have witnessed you performing an amazing stunt. Ex: Evil Knievel jumping the Grand Canyon

68. Pillar of the community. You perform an important function for the community / You set an example for others to live by

69. Popular Artist (artist, bard, performer, playwright, poet, singer, storyteller, troubadour, writer)

70. Popular Entertainer (actor, comedian, dancer, musician, poet, puppeteer, singer, sports star, storyteller, etc)

71. Prophesy. You fit the description of a character in a prophesy that is going to bring about something really good.

72. Offered yourself as tribute for (military conscription, slavers, the arena, the hunt) to protect others

73. Raised the alarm. Saving the (town, outpost) from a (raiding force, group of monsters)

74. Related to someone famous. (Child of, married to, mother or father of, sibling of, student of) “x”

75. Rescued someone (famous / important / notable)

76. Rose above their station. The commoner becoming nobility or royalty

77. Saved a group of people from "x" (accident, bandits, dangerous animals, monsters, natural disaster, pirates, raiders, slavers, starvation, etc)

78. Saved a notable person / Saved a notable person’s (betrothed, family member, friend, lover)

79. Saved a town from (a curse, disease, economic ruin, monsters, natural disaster, raiders, starvation). The person's actions were considered to be integral to the process

80. Smuggling in much needed (food, medicine, supplies) past the (blockade, invaders, monster hordes, oppressors)

81. Sniper. Witnessed hitting a difficult target at the weapon's maximum range

82. Solved a notable crime

83. Solved a notable riddle or puzzle

84. Started or lead a (coup, insurrection, mutiny, rebellion, revolt, etc) where the end result was better for the people than before

85. Stealing much needed (food, medicine, supplies) from the evil (invaders, occupying force, oppressors)

86. Stopped a plague before it could spread

87. Stopped a war

88. Survivor. You were (the only survivor, one of very few survivors) of a (accident, assassin, cave-in, curse, dangerous mission, disaster, disease, god's wrath, invasion, long fall, monster attack, monster surge, natural disaster, poisoning, purge, serial killer, raid, shipwreck, etc)

89. Tamed a creature that was thought to be untamable

90. The Gift. You are the first person from this (clan, faction, kingdom, tribe, region) to develop (a connection to the spirits, a special ability, a special power, magic) in (decades, centuries)

91. Their (apprentice, student) became (a notable hero, the arch mage, the leader, the general, the king, the master of "x" craft, the master of "x" skill, the savior)

92. The Sidekick, This person is known for being a minor actor in another significant adventuring party. Perhaps they were the group mascot, or a hireling. They may have helped with a major quest, but they were hardly more than a minor help.

93. True Predictions. On more than one occasion they have accurately predicted something notable

94. United two or more groups of rival (clans, factions, guilds, schools. sects, tribes)

95. United two or more neighboring (countries, kingdoms, regions)

96. Used diplomacy to solve a notable dispute

97. Winner of a notable contest

98. Wrote a book or series of books, that has become popular

99. Wrote a book or series of books, that has become the recognized standard of (alchemy, artificers, engineering, farming, history, laws, magic, monster hunting, science, etc)

100. Wrote a famous document (abolition of "x", bill or rights, constitution, declaration if independence, peace treaty, treaty of "x", etc)

Personal Infamy

1. Abducted someone notable

2. Abducted the (animal companion, familiar, pet, prized animal) of someone notable

3. Accident Prone (disaster level) - You often have accidents. All accidents seem to scale up, spill over, or trigger other accidents to become much worse than they should be

4. Accidents. All of their (enemies, rivals) end up having unfortunate accidents. No one can prove anything but everyone thinks they are behind it

5. Assassinated notable targets

6. Associated with or related to an infamous group (assassins, bandits, barbarians, cannibals, cult, dark lords army, evil mages, gang members, marauders, pirates, raiders, savages, sect, thieves, etc)

7. Atrocities. They are known for committing atrocities or war crimes

8. Awakened a great evil (AI, demon, devil, god, kaiju, lich, monster, monster horde, old one, outsider, primordial, spirit) from its slumber

9. Bad Luck. This person is known as a Jinx. They may not have caused an incident, but they've been around enough catastrophes that people willfully avoid them.

10. Bears the Mark - Bears the mark of a convicted criminal / Bears the mark of a criminal group (bandit gang, criminal organization, cult, gang, pirate group) / Bears the mark of an evil entity (demon, devil, god, old one, outsider, primordial, spirit, etc)

11. Betrayed their (clan, country, faction, king, people, tribe)

12. Braggart - This person is known for boasting of (their deeds, the deed of their faction)

13. Brainwashing. They are known for brainwashing their (captives, victims)

14. Calling Card (dismemberment of victims, item left at scene, symbol)

15. Cannibalism. Known for eating their own kind / Known for eating sapient races

16. Captured and ransomed someone notable

17. Caused an accident that harmed or killed many people

18. Caused a magical disaster. A (city, state, kingdom, empire, continent, world) wide magical disaster

19. Caused a rampage. Did something to send a (clan, cult, faction, monster, tribe) on a killing spree. The (creatures, people) in question were non-aggressive or had no interest in leaving their territory before the incident.

20. Caused a notable (person, faction) great embarrassment

21. Caused the apocalypse

22. Changed the environment for the worse - Ex: Turned a bountiful (grassland, forest, lake) into a (desert, garbage dump, pool of toxic waste, wasteland, etc)

23. Chosen - (Champion, chosen one) of an evil or forsaken (demon, devil, fallen, god, old one, outsider, primordial, spirit, etc)

24. Collateral Damage - In your past exploits, you have cause a lot of collateral damage when (trying to help, on a mission or quest). Many would say you caused more damage than the original problem. (Ex: Lina Inverse from Slayers)

25. Conquered a (kingdom, region)

26. Cooking so bad that people fear it / Cooking regularly takes the prize for most (disgusting looking, foul smelling, foul tasting, etc) in competitions / Cooking used in eating competitions for most difficult to eat and keep down

27. Created a monster that ravages the (land, realm, roads, sea)

28. Created or took over a criminal organization

29. Created or unleashed a curse that has caused mass (devastation, misery, inconvenience)

30. Created or unleashed a curse that has yet to be broken

31. Created or unleashed a (spell, weapon) of mass destruction

32. Created the drug that everyone is addicted to

33. Dangerously insane. They are a dangerously insane and hold a position of authority or they are a notorious criminal. Ex (authority figure): DC Comics: Two-Face (Harvey Dent). Ex (notorious criminal): DC Comics: The Joker

34. Deal with the Devil. It's known, that they have made (a deal, deals) with an evil (devil, demon, god, old one, outsider, primordial, spirit)

35. Defeated an army

36. Defeated a notable (champion of justice, hero, law officer, mage, rival, warrior)

37. Defeated a notable (hero, rival) through sheer luck

38. Defeated every (adventurer, assassin, bounty hunter, hero, law enforcer, mercenary, vigilante) that has come after them

39. Defeated the champion(s) of a good (fae lord, god, outsider, primordial, etc)

40. Destroyed everyone who (insulted, opposed) them via (assassination, battle, duels, false evidence) or by (economic, legal, magical, social, etc) means

41. Destroyed a famous structure

42. Destroyed a major resource

43. Destroyed a priceless artifact / Destroyed an important (historical, religious) artifact

44. Deviant. This person has done something that is...frowned upon, but not technically illegal? Perhaps they engage in odd hobbies or habits, practice strange and unnecessary spell craft, perhaps they write strange and wicked fanart, or perhaps they have peculiar costumes that they occasionally wear.

45. El'General. This person was previously a dictator, whose rule resulted in MANY deaths and executions.

46. Escape Artist - Broke out of a prison that was supposed to be inescapable / Escaped from every prison that they have been in

47. Excessive Force. They are know for using excessive force when meting out (justice, punishment)

48. Exploitive deals / Predatory deals. They make deals. They even uphold their end of the bargain, but the price always turns out to be more than its worth

49. Exiled. It's known that, they were exiled from their (clan, homeland, tripe) for crimes

50. Exterminated or nearly exterminated an entire people

51. Failed Regent. This person was appointed to administer a state, until the next ruler comes of age. They were supposed to take care of this child, and failed / They were supposed to teach the child to rule and failed / They ran the country into the ground before the child could take office.

52. Family Linage. This person hasn't done anything infamous. They are related to a (clan, family) that did something vile. Guilt by association.

53. Force of Nature / Natural Disaster / Walking Calamity - Trying to stop this person is like trying to stop a hurricane or tsunami / This (person's, entity's) mere presence is damaging to (reality, sanity, sapient beings, the environment, the living, etc)

54. Former Evil Ruler - This person ruled a (city, state, kingdom, empire) cruelly and unjustly until they were deposed

55. Framed for a crime they didn’t commit. People still believe that they are guilty

56. Freed an evil (alien, demon, devil, god, kaiju, lich, monster horde, old one, outsider, primordial, spirit) from its imprisonment

57. Herald of Disaster - Wherever this person goes disaster is soon to follow. This person is not responsible for the disaster, but they always seem to be there when it hits. Ex: The dark overlord chooses that moment to invade / The great evil awakens / The monsters migrate into the area / The natural disaster hits / etc.

58. Horrific brutality

59. Invented something that would later have disastrous consequences

60. Inventing the (automatons, golems, robots), that would later rise up and (conquer, enslave, exterminate) everyone

61. Killed many people

62. Killed someone notable

63. Killed the (animal companion, familiar, pet, prized animal) of someone notable

64. Killed their way through an army of opponents just to get revenge on one person

65. No Prisoners. Everyone you defeat ends up dead

66. Notorious criminal (assassin, bandit, cat burglar, pirate, rebel, serial killer, thief, etc)

67. Outed or labeled as a charlatan, con-artist, or scam artist

68. Patient zero / Being the first (cursed, infected)

69. Performed horrible experiments on (animals, captives, homeless, people, prisoners, refugees, slaves)

70. Plaything - This person is known to be the plaything of some god, devil, or other powerful creature

71. Prophesy. You fit the description of a character in a prophesy that is going to bring about something really bad.

72. Publicly humiliated someone notable

73. Pulled off an infamous crime

74. Puppeteer. In a cruel and unjust (city, state, kingdom, empire), this person (is believed to be, was discovered to be) the one running things from the shadows. Most of the other leaders and officials were just their pawns

75. Puppet Monarch. This person, as a child or adult, was the face of a cruel kingdom before (they were deposed or their kingdom was defeated). It was later discovered they were just a puppet for someone running things behind the scenes

76. Related to someone infamous. (Child of, married to, mother or father of, sibling of, student of) “x”

77. Returned from the dead to continue doing (evil, infamous) deeds / Returned from the dead as a monster

78. Revenge. They are known for going to extreme lengths to get revenge

79. Ruined a deal - They ruined a major (deal, trade agreement, treaty, etc)

80. Sabotage. There were witnessed or found guilty of sabotaging something notable

81. Saved someone who would later (become, turn out to be) an infamous villain

82. Scandal. They behave in a scandalous manner / They are involved in a scandal / Their family is involved in a scandal / Their (business, corporation, guild) is involved in a scandal

83. Seduction. They have seduced (a notable person, many people, everyone they encounter)

84. Started or lead a (coup, insurrection, mutiny, rebellion, revolt, etc) where the end result was worse than before

85. Started an evil cult / Became (high priest, leader) of an evil cult

86. Started a social movement that unintentionally made things worse for everyone

87. Started a war

88. Stole from many people

89. Stole from a notable (clan, guild, person, group)

90. Stole from a powerful monster. Ex: (dragon, giant, hydra, etc)

91. Stole from a powerful monster, causing said monster to go on a rampage

92. Taboo. This person has done something utterly horrid, that goes against the society's rules and laws. Anyone who follows the rules and laws of the locale are utterly disgusted, and will attack if they feel they can win.

93. The Bastard-Maker. This person has seduced a remarkably LARGE number of people, producing a large number of children, all of whom they have dumped onto the other parent.

94. The Black Sheep. At a major noble's event, this person committed an act so horrid, so embarrassing that NO NOBLE will have anything to do with them. No one wants to talk about it either.

95. The FREAK. This person has been cursed, and is considered a freak by society at large. They may be feared, or they may be a laughing stock. The curse can be anything, but can't be cured by anything short of a Ninth Level Spell or the will of the gods. They may or may not have a special power due to this trait.

96. Their apprentice became a major villain

97. Turned a (champion of good, hero) to the dark side

98. Weird. This person is just....disliked? Some say it's how they look, how they act, how they dress. Everyone gives a different reason, but they stand by that reason.

99. What haven't they done. This is the person, where the list of their crimes takes up several (feet, yards) of scroll. Just reading the list of their crimes takes more than 10 minutes / This person looks at a list of crimes and does them just so they can check them off the list

100. Wrote a infamous book or series, that has been banned

Fame Area:

1. Local / Village / Town / Specific groups

2. City

3. Regional / County or province

4. Large County or province / State

5. Country or kingdom

6. Multiple countries or kingdoms

7. World wide

8. Multiple worlds / Multiple dimensions

Related Links:

Things a folk hero could be known for by Roll3d6

Contributors, Sources, Inspiration:

Apex_Hunter20 - Deleted Acct

bad1aj

BloonBuster15

BrandonC41

crimebiscuit

DaFonze

DM_lvl_1

Ed209_v2

Enigma_Protocol

Evil Knievel (stuntman)

fuckingchris

Guinness World Records

GMXIX

How to Train Your Dragon (2010 film)

imitation-gatewalker

insert_title_here

John Wick (2014 film)

LemongrassKid

MJspringer

Mulan (1998 film)

NormanFetus - Deleted Acct

OriginalOhPeh

pretzelbomber

PutridMeatPuppet - Deleted Acct

Raefeodane

Redpoh

remixologist

Roll3d6

SauceMemer

Slayers (1995 anime series)

snakebite262

spiritcrusher77 - Deleted Acct

StanDaMan1

supersnes1

Tangled (2010 film)

Thecaninestesticles

TheGentlemanK

the_kinseti

thomar

UkeBard

Yodaboys

Valjss-Dunbar - Deleted Acct

Various fantasy and SciFi books, TV, films, and video games

reddit.com
u/World_of_Ideas — 24 days ago
▲ 13 r/d100

Combat Objectives

Combat Objectives:

You are about to confront the enemy / You have engaged the enemy / You have entered the enemy (encampment, hive, lair, stronghold, territory, warren, etc) or vice versa / You are in a situation that could easily devolve into a fight / You are in a situation that is devolving into a fight.

What is your objective?

Based on this post Combat Objectives by Packman150

  1. Alter Course - Your opponent is too (big, powerful, numerous) to defeat. You opponent is headed towards a (camp, town, city, place, structure, resource, etc) that will be destroyed if it continues on its current path. Find a way to alter its course. Ex: giant construct, giant kaiju, migrating (herd, horde), stampede

  2. Avoid or Stop the Big Attack - Every "x" rounds the enemy or an object releases a big attack. There is some kind of sign that it's about to go off. Find a way to prevent the attack / Find a way to avoid getting hit by the attack, when its about to go off. Ex: (get behind cover, get out of its arc of fire, get out of its range)

  3. Break a Contract (granted power) - Anger, trick, or force an enemy into violating the terms of a contract that grants them power. This afflicts the enemy with (a curse, power backlash, weakness, etc)

  4. Break a Contract (summoned entity) - Anger, trick or force an enemy into violating the terms of a contract or destroy the physical contract itself. This will allow the summoned entity to act against the summoner

  5. Break Their Spirit / Demoralize Them - Make your opponents lose their will to fight / Stop a hotheaded (opponent, group) from trying to fight a far superior (foe, force) / Try not to kill anyone while showing how outmatched they are

  6. Capture a Position - Capture a position and hold it for "x" amount of time

  7. Capture a Skilled Enemy - Capture an enemy with (information, specific skills) that you need. Then (escape with them, interrogate them, force them to work for you, read their mind)

  8. Capture a Specific Enemy - Capture the enemy's (chief, general, healer, high priest, leader, mage, romantic interest, sacrifice, shaman, tactician, etc) and (escape with them, hold them hostage)

  9. Capture or Steal the Sacred Object - Capture or steal an object that your opponents consider sacred, then (desecrate it, destroy it, escape with it, hold it hostage, keep it away from the enemy, threaten to destroy it)

  10. Capture or Steal the Enemy's Objective - Capture or steal the (creature, person, object) that the enemy is trying to obtain and (destroy it, escape with it, hold it hostage, keep it away from the enemy, threaten to destroy it)

  11. Capture the Enemy - Capture the enemy (all of them, "x" percent of them)

  12. Challenge - Challenge and defeat the enemy (champion, leader) in one on one combat / Use your opponent's (beliefs, culture, moral code) to challenge them to a fight with strict rules or outcomes

  13. Clear the Path - A (caravan, coach, wagon, ship, train) needs to travel down this path. Something heavy is blocking the (canal, road, train tracks). Fend off enemies while trying to clear the obstacle out of the path

  14. Collect Samples - The enemy or the environment is (corrupted, infected, mutated). Collect samples for study / The enemy or something in the environment is resistant to the (corruption, infection, mutagen). Collect samples for study.

  15. Don't Wake the Dragon - There is a (dormant, sleeping) very powerful (entity, creature). Defeat or get past your foes without waking the powerful creature.

  16. Draw Attention - Draw attention away from a (NPC, group), so they can perform some task.

  17. Defeat a Specific Enemy - Kill, incapacitate a specific enemy. The (champion, chief, general, healer, high priest, leader, mage, messenger, sacrifice, shaman, tactician, tracker, VIP, etc)

  18. Defeat the Enemy - Defeat the enemy by (killing, incapacitating, or forcing retreat) + (all of them, "x" percentage of them)

  19. Defend an NPC - The NPC must not be (captured, incapacitated, killed)

  20. Defend an Object - The object must not be destroyed or stolen

  21. Defend the Ritual - The ritual must not be disrupted

  22. Delay the Enemy - Delay the enemy, so that one or more NPCs can escape / Delay the enemy, so that one or more NPCs can finish their objective

  23. Destroy a Defensive Item - Destroy an object that protects the enemies in some way. Ex: (anti-magic generator, fear generator, life drain generator, shield generator, resurrection machine, etc)

  24. Destroy Construct Bodies or Corpses - Destroy constructs or corpses to prevent the enemy from (animating, possessing, resurrecting) them

  25. Destroy a Location - Destroy a location important to the enemy / Destroy a location to give the enemy PR / Destroy a allied hidden location within enemy territory to remove evidence

  26. Destroy a Weapon - Destroy a (artillery piece, siege engine, WMD, etc)

  27. Diplomacy - Trying to make a deal with an enemy or enemy faction

  28. Don't Reveal Your Hand - Your fight is being observed. You don't want to reveal what you can do to your (enemies, future opponents). Fight while deliberately avoiding using certain (abilities, feats, magic weapons, powers, skills, special gear, spells, etc) / Fight without taking into account your opponents weak points and vulnerabilities

  29. Escape (area destruction) - The area is being destroyed by "x" (cave-in, earthquake, flood, lava flow, etc). Escape before the destruction overtakes you or destroys your escape routes

  30. Escape (enemies) - Escape before you get overwhelmed / Escape before the enemy can cut off your escape routes

  31. Escort a NPC - Escort a NPC through hostiles or hostile territory

  32. Exorcise a Possessing Entity - Enemy is possessing someone that you want alive. Find a way to exorcise the enemy without killing the host.

  33. Evaluation - Get in a fight to determine the enemies capabilities, then escape / Get in a fight to determine troop movements. Where are the enemy drawing forces from to deal with your forces?

  34. Fight with Honor - Defeat an enemy without breaking any (contest, cultural, moral) rules

  35. Find an Item and Activate It

  36. Find an Item and Destroy It / Deactivate It

  37. Find an Item and Escape With It

  38. Fool the Observers - Your fight is being watched by (observers, spies, scrying). Make it look like you are losing until the observer stops watching.

  39. Frame a 3rd Party - Frame a 3rd party for the attack on the enemy. Leave something behind that will incriminate the 3rd party / Disguise yourselves as the 3rd party and make sure at least one enemy (survives, escapes) to tell others

  40. Free Captives / Prisoners - Free captives or prisoners who are (being carried in a sack or net, caged, chained, cocooned, in prison cells, in a prison wagon, tied up, ensorcelled, etc)

  41. Free a Monster - Free a monster that will rampage through the enemy. Flee or do some other objective while the enemy is busy with the monster

  42. Gain Intel and Escape - Simply gain any kind of useful information on the enemy and escape to report back to your (leaders, forces, handlers). Ex: (architectural designs of [stronghold, super weapon], capabilities, goals, numbers of forces, powers, resistances, weaknesses, superstitious beliefs, troop movements, etc)

  43. Get Captured - Make it look like a fight, but allow yourselves to be captured

  44. Get Someone (Captured, Killed) - Get in a fight with the enemy and let one of your (allies, companions, soldiers) get (captured, killed). Reasons: (Ally is a spy, being captured is part of the infiltration / Ally is a mole or enemy spy. Eliminate them without arousing suspicion / Ally is a mole or enemy spy. Get them captured to pass on disinformation / Ally is so bad they are detrimental to your team / Ally is so beloved by your team, it will motivate your [faction, forces] to fight the enemy)

  45. Give Intel to Enemy / Leak Intel to the Enemy - Give intel to an enemy or enemy faction (as a bargaining chip, to get them to deal with a mutual problem).

  46. Harvest - Harvest some resource that the creature produces (eggs, egg shells, honey, plant or fungi that grows on it, plant or fungi that grows in its excrement, shed carapace, shed scales, silk, substance that it excretes, wax, wool, etc). You must leave enough of the creatures alive to continue producing the resource.

  47. Hold a Position - Hold a position until (a event triggers, reinforcements arrive, sun up, the airship begins to lift off, the train starts moving, etc)

  48. Impress the Spectators - Impress or entertain the people watching the fight

  49. Learn a Skill - Learn a (ability, skill, feat, power), that requires you to fight this type of enemy to learn it / Learn a (ability, skill, feat, power) that the enemy uses in combat

  50. Let the Enemy Break It - Stand in front of something important. The something is nearly invulnerable to you but not the enemy. When the enemy (attacks, charges at you), dodge out of the way. Ex: (alter / idol / force field protecting "x" / monster summing device / power up device / resurrection device / super weapon / support pillar / undead re-animator / ward [obelisk, pillar, stone], etc)

  51. Limit Collateral Damage - Keep the collateral damage to a minimum. Ex: Avoid damaging the (draft animals, innocent bystanders, mounts, natural resources, property, valuables, etc) and keep the enemy from damaging them as well

  52. Lure Enemy into a Trap - Lure the enemy into a trap that is located nearby. Ex: Physical trap / Magical trap / Terrain hazards / Ambush predators / Wake the Sleeping Dragon*

  53. Lure Enemy onto Forbidden Ground - Force or trick the enemy into setting foot on (forbidden, restricted) ground. This will allow a 3rd party who is restricted by (laws, magic) to deal with the enemy.

  54. Lure in a 3rd Party - Lure in a 3rd party by fighting (allies disguised as enemies, allies of 3rd party, real enemies). 3rd party reasoning: (attack while you are at a disadvantage, defend their allies, kill two birds with one stone, pick off the winner while they are weak)

  55. Lure in an Elusive Enemy - Make it look like your losing, to draw out a hidden enemy. Elusive enemy normally hides in the shadows and never shows their face.

  56. Make it a Challenge - Deliberately make the fight more difficult for yourself. May effect (experience gains, magical puzzle, reputation, rewards). Ex: Not using certain (abilities, feats, spells, etc) / Using (cheaper, shoddy, unfamiliar) equipment

  57. Manipulate Controls - There is a big machine that does "x". There may be one set of controls or multiple sets of controls in different locations. If multiple controls, then they may have to be operated in stages. Someone has to man the controls while others fend off the (enemy, creatures). Letting go of the controls early causes the machine to (go out of control, reset, reverse). The enemy may just be attacking or they may be actively trying to stop the person at the controls

  58. Move a heavy object past a group of enemies

  59. Movement Denial - Find a way to restrict the enemy's movement. Block or collapse a passageway / Close a (door, draw bridge, gate, portcullis) / Destroy a (bridge, catwalk, elevator, ladder, lift, portal) / Flood a pathway / Make terrain hazardous (burning oil, caltrops, toxic waste, etc)

  60. Open the Gates - Open the gates for allies or reinforcements / Open the gates so that others may escape

  61. PR (public relations) - Have someone (ally, 3rd party, enemy) witness the fight. Reason: (Impress a potential [client, employer] / Improve PR by defeating the enemy / Improve PR by fighting honorably / Demonstrate that the enemy can be defeated / Show how [dishonorable, vile] the enemy is / Worsen the enemy's PR)

  62. Prevent an Enemy from Sounding the Alarm - Prevent an enemy from: (blowing a horn / escaping to alert others / lighting a signal fire / ringing a [bell, gong] / shooting a signal flare)

  63. Prevent the Enemy from (opening, closing) the Gates - The enemy is making their way for the gate controls. They must not be allowed to (open, close) the gates.

  64. Prevent an Execution - Rescue the NPC who is about to be executed

  65. Prevent Enemy's Escape - Prevent (all, specific) enemies from escaping

  66. Prisoner Exchange - Exchange (captives, prisoners). Watch for betrayal

  67. Reach a Specific Area - Reach a specific area before the enemy can (block, capture, overwhelm, stop) you. Ex: (a place where something can be held hostage / area in the sunlight / area the enemy [can not, fears to] enter / choke point / get through the (draw bridge, gate, portcullis, portal) before it closes / sanctified ground / within bowshot of a friendly [army, stronghold, town wall] / etc)

  68. Repel Enemies Until Event Triggers - Ex: (airship lifts off, elevator activates, portal opens, ritual finishes, ship reaches open waters, sun rise, wards activate, etc)

  69. Sabotage - Sabotage the enemy's "x" (communications, equipment, food, medicine, mounts, ritual, siege equipment, supplies, vehicles, wagons, water supply, etc) and then escape

  70. Search the Giant - Search the town sized (construct, giant, kaiju) for a weak point / Search the town sized construct for a way to get inside it.

  71. Separate Two Targets - Two target are too powerful when together, find a way to separate them / Two target are fighting each other. You need them alive. Find a way to separate them

  72. Silent Take-down - Capture, incapacitate, or kill specific enemies without alerting any other enemies

  73. Solve the Puzzle (Creature) - Some part of combat is a puzzle. You need to solve the puzzle to (defeat, get past) the enemies or the enemies keep coming until the puzzle is solved. Ex: Defeat opponents in the correct order / Defeat opponents using the correct method / Get through the maze by outmaneuvering your opponents / Lure opponents into the correct traps

  74. Solve the Puzzle (Under Pressure) - You must solve the puzzle while fending off (enemies, creatures). The enemy will not stop appearing, re-spawning until the puzzle is solved

  75. Sound the Alarm - Alert the rest of your (people, forces) of the enemy's presence. Ex: (blowing a horn / escaping to alert others / lighting a signal fire / ringing a [bell, gong] / shooting a signal flare)

  76. Sow Discord (Apostasy, Disillusionment) - Convince the enemy that their causes goes against what they (believe, stand for) / Convince the enemy that their cause will eventually be detrimental to themselves or the things they care about / Push and enemy, who has become disillusioned with their group, to take that final step and turn against their group

  77. Sow Discord (Bribery) - Bribe one (enemy, group) to turn on another (enemy, group)

  78. Sow Discord (Evidence, Trickery) - Convince one (enemy, group) that another (enemy, group) has wronged them or plans to wrong them. Ex: (betrayal, theft, harmed someone or something they care about, just using them, traitor, unfair treatment, etc)

  79. Sow Discord (Ladder Climber) - Convince an enemy that you will help them take out their boss (thereby making them the boss), if they will (aid you, be more open to negotiations, let you escape, let you pass through their territory, stop hostilities, etc) afterwards

  80. Stay on Task - Avoid distractions. Stay on the primary task until it is completed. There may be a time limit or other factors that will make the primary task impossible. If the primary objective isn't completed the mission is a failure. Distractions will appear along the way. Ex: Opportunities to: (capture or slay a priority target, get rare or valuable treasure, save someone, etc).

  81. Steal an Item - Steal an item from the enemy and (destroy it, escape with it, plant it at a crime scene, use it against the enemy)

  82. Steal Supplies - You need supplies. Your enemy has supplies.

  83. Steal the Show (control) - The enemy is using some (device, ritual) to (awaken, free, power-up, resurrect, summon, unseal) a powerful (entity, creature, construct) and control it. Disrupt their actions in a way that allows you to contest their control over it.

  84. Steal the Show (power-up) - The enemy is using some (device, ritual) to become more powerful. Enter the target zone at the last second and steal the power for yourself / Enter the target zone at the last second and fight with the intended target to see who gets the power.

  85. Stop Power-up (consumption) - A powerful enemy is becoming more powerful by (absorbing, consuming) other (creatures, enemies). Prevent it from becoming more powerful. Keep it from reaching other creatures / Keep other creatures from reaching it / Destroy corpses / Do something that makes creatures (unabsorbable, unpalatable, toxic)

  86. Stop Power-up (device) - A device or structure it powering up the enemy, (destroy it, shut it down) before it can finish.

  87. Stop a Ritual - Find a way to disrupt or stop a ritual, before the enemy can finish it

  88. Stop the Activation - The enemy or a device is powering-up "x". Prevent "x" from (being activated, fully powering-up)

  89. Stop the Buffs - Eliminate the (person, entity, creature, device) that keeps buffing the enemy: Ex: Buffs (magic resistance, regeneration, resistance to damage, speed, strength, toughness, etc)

  90. Stop the Fight - 2 groups are about to fight or are already fighting. Find a way to stop the fight.

  91. Stop the Mind Control - Eliminate the (person, entity, creature, device) that is mind controlling your opponents. Breaking the mind control should end the fight.

  92. Stop the Reviving - Eliminate the (person, entity, creature, device) that keeps (reviving, reanimating) your opponents

  93. Stop the Spawns - Eliminate the thing that keeps creating more (enemies, monsters). Ex: (cloning machine, construct assembly line, egg sacks or mounds, enchanted piles of [bone, corpses, flesh], monster generator, monster queen, undead animator, etc) / Block the (passageways, tunnels) that the (enemies, monsters) keep coming from

  94. Stop the Summoning - These mobs (or something worse) are coming from somewhere. Stop the ritual, close the portal, disable the teleporter, seal the cave, etc.

  95. Storm several important locations all at once, forcing both the sides to think how to use/divide their forces.

  96. Survive - Survive until (reinforcements arrive / rescued / the enemy is called to another location by their (general, master) / the enemy runs out of "x" resource / the sun comes up / the true heroes arrive)

  97. The Enemy of My Enemy - Lead 1st group of enemies into a 2nd group of (enemies, monsters) that are hostile to the 1st group of enemies. Let them wreck each other and then pick off the winners / Try to accomplish some other objective while they are busy with each other / Try to escape while they fight each other.

  98. Tracking Device - Plant a tracking device on an enemy / Tag an enemy with a tracking device

  99. Wake the Dragon - There is a (dormant, sleeping) very powerful (entity, creature). Lure the enemy to the dragon. Wake the "dragon" and make sure it sees the enemy first, then sneak away

Contributors, Sources, or Inspiration:

DeeDeeEx

DiggingInGarbage

Environmental_Sell34

Firefly (2002 TV series and 2005 film)

Infinite_Duck

ishmadrad

Jimsocks499

klok_kaos for Environmental Hazards

man0rmachine

Packman150

parad0xchild

SeasonPresent

tta5

World_of_Ideas

Zealousideal_Leg213

Zombie_Alpaca_Lips

Various fantasy and SciFi (books, films, tv series, and CRPGs)

Similar Post:

Alternative Combat Objectives by Environmental_Sell34

Combat Objectives by Packman150

reddit.com
u/World_of_Ideas — 1 month ago

Problems that occur in a: (city, town, settlement)

What problems would a city, town, or settlement be experiencing?

Based on City Generator - Problems by Reggerlicious

Mundane Problems:

  1. Abduction(s) - A noteworthy (person, group) has been abducted / People are being abducted over time / People are being abducted at regular intervals or during specific times.

  2. Abuse of Authority - The local (garrison, guards, nobles, officials) use their authority to take what they want or to abuse the population. They often threaten legal repercussions if they don't get their way / someone in authority is using their position to avoid accountability for bad behavior.

  3. Accident - The town has experienced a noteworthy accident. (bridge collapse, collapsed building or structure, explosion, fire, mine collapse, road collapse, spilling of “x”, traffic accident) / Injury* or death* results from accident.

  4. Accidents - The town is experiencing a series of noteworthy accidents. (attempts to cover-up a crime, bad luck, murder attempts, sabotage).

  5. Accused of a Crime - Someone noteworthy has been accused of a crime. Crimes.

  6. A charlatan or group of charlatans is conning the people into buying fake or highly questionable (holy relics, medicine, protective charms, potions, etc) / A charlatan or group of charlatans is covertly creating a (bandit, disease, ghost, monster, etc) problem so they can charge people to solve it.

  7. A fence is broken and livestock have escaped.

  8. A local official disappeared along with the city coffers.

  9. Assassination - Assassination of a notable person (counselor, judge, governor, local ruler, mayor, noble, official, philanthropist, priest, etc).

  10. Attacks - Attacks by (bandits, cult, foreign invaders, monsters, pirates, raiders, war band) on (city itself, travelers going in or out of city).

  11. Blockade - Travel into or out of the city is being blocked by “x”(bandits, cult, foreign invaders, monsters, pirates, raiders, war band)

  12. Can't take livestock to market - Farmers need to take their (livestock, produce) to market, but the normal path is blocked (bridge collapsed, pass blocked, road flooded, tunnel collapsed, etc).

  13. Caravan or ship is late or missing. It was carrying needed supplies for (business, guild, person, the garrison, town).

  14. Colony, Frontier Town, Homesteaders - The town is very far away from the rest of civilization / It's surrounded by untamed wilderness / Resupply takes a very long time / If trouble arises they are on their own.

  15. Communications from “x” have stopped. No messengers or scouts have returned.

  16. Contamination - Contaminated or poisoned (food supply, medical supply, water supply, water source).

  17. Corporate Takeover - A (corporation, guild, merchant house) has swooped in buying up land and politicians to effectively take control of the city.

  18. Coveted Resource - Discovery of a resource so valuable that neighboring (countries, kingdoms, factions) may decide to invade to acquire it.

  19. Creature(s) Running Amuck - Creature(s) from: (arena, caravan, circus, exotic animal store, market, ranch, researcher, research lab, stables, wilderness, zoo, etc) are running loose in the city and causing problems / Problem: (attacking people, blocking traffic, damaging property, general chaos, stealing things).

  20. Crime - Town has experienced (a noteworthy crime, a rash of crimes) / Crime Type: (arsonist, band of thieving street urchins, black market, counterfeiting ring, grave robbers, muggers, murderers, protection racket, rustlers, serial killer, slave traders, smuggling ring, thieves, etc) / Crimes

  21. Crops or granaries are destroyed - (accident, deliberate sabotage, fire, infestation, large creature, natural disaster).

  22. Cult - A dangerous cult has formed (nearby, within) the city.

  23. Dangerous (animals, monsters) are taking up residence near the (town, city).

  24. Dangerous fungus is (killing or crippling population, killing or crippling livestock, ruining graininess, killing crops, making crops unsafe to eat, causing animals to go berserk).

  25. Dark Secret - Town's people are trying to hide a dark secret. (bandits, cannibals, cult, crime ring, deserters, escaped criminals, pirates, rebellion, secret society, slavers, smugglers, stolen treasure, war criminals, etc).

  26. Death - Death of a noteworthy or important person. Deceased: (a leader, a council member, an official, the only [blacksmith, carpenter, healer] in town, the only person who knows how to [make, maintain, operate, repair] “x”).

  27. Depopulated - Population has been reduced to a fraction of its original size. Cause: A large amount of the population died recently via (accident, disease, monster surge, natural disaster, raiders, starvation, war, etc) / A large amount of the population has left due to (drafted into army, drought, fear of war, gold rush, lack of food or water, primary resource drying up, slavers, etc) / something is making the population infertile, child birth is very low or infant mortality is very high.

  28. Diplomatic (alliance, charter, trade agreement, treaty) is about to end.

  29. Diplomatic Incident - An important visiting dignitary has gone missing. They must be found. If something happens to them, it could mean war.

  30. Disease - A disease affecting: (crops, farm animals, work animals, wild animals). Effect: (temporary debilitating, permanently crippling, lethal, makes consuming them hazardous)

  31. Disease - A disease affecting the population / Contagiousness: (low, moderate, very) / Effect: (temporary debilitating, permanently crippling, lethal, other disease effects) / Time from infection to full effects: (slow, fast) / Population already infected (low, moderate, high, almost everyone) / Other: False accusations of disease / Burning diseased in their homes

  32. Disputes - There are (legal, social) disputes between members of the community. Ex: Property lines / Neighbors claiming livestock when they wander onto their property / Ownership of (business, farm, mine, property, ship) when the deed is missing / Inheritance of "x" / etc.

  33. Disrepair - Many of the buildings in the town are in a state of disrepair. They may or may not have makeshift repairs. Most probably leak when it rains and won't keep the wind out. A strong gust of wind could blow some of the down.

  34. Distrust - A series of (accidents, crimes) has caused the residents to distrust (other citizens, outsiders). False accusations are starting to pile up as peoples trust in their neighbors erodes.

  35. Drought - It hasn't rained in ages. The crops, livestock, and people are dying. The city may have to be abandoned, if they cant get water to the city.

  36. Drugs - More and more people are becoming addicted to a drug / Druggies are becoming criminals to support their habit / Drug lords are having a war with [each other, law enforcement] / Drugs are (causing people to go berserk, killing people) / Withdraw effects are (permanently crippling, lethal) / Work force is becoming useless due to substance abuse.

  37. Escaped Criminal(s) - Escaped criminal is running loose or is hiding somewhere in the city.

  38. Extortion / Protection Racket - City is being forced to pay “x” (money, resources, sacrifices) to keep from being attacked by “y” (bandits, cult, hostile neighbors, monsters, neighboring nobles, pirates, raiders, war lord).

  39. Famine - The town is experiencing famine or is about to. The granaries are (empty, nearly empty) / The (farms, fisheries) are failing to produce / Fish and wild game are (scarce, non-existent) / Supplies from (caravans, ships) haven't arrived.

  40. Festival Troubles - Some key aspect of an important impending festival is missing (like a skilled musician, an emblem traditionally displayed, or a person suitable to fill a ceremonial role).

  41. Feud - Feud between (companies, factions, families, guilds, institutions, nobles). Problems: (destruction of property, legal sabotage, sabotage, social sabotage, secret war, open war). Innocent people are getting caught in the crossfire.

  42. Flooding - Low lying (neighborhoods, streets) are flooding and having a drainage problem.

  43. Gangs - A bunch of thugs who act like they own the place. Likely committing crimes. Possibly at war with rival gangs.

  44. Impending Doom - The city is likely doomed within "x" time. Doom Type: (approaching army, environmental change, monsters wave, natural disaster, resource depletion).

  45. Impersonator - A lookalike is impersonating people and causing problems (abductions, framing someone of a crime, murders, sabotage, sowing dissent, etc).

  46. Infertility (livestock, population) - The population or the livestock (can’t reproduce, have difficulty reproducing, or reproduce at a very slow rate). Any death is a major blow to the population.

  47. Infestation (bugs, rodents, other pest) - Infestation in: (buildings, farm fields and orchards, granaries, library, other food storage, water supply) / Effects: (contaminate food supply, contaminate water supply, damage crops, damage written works, harm live stock, make life miserable, spread disease)

  48. Injury - A noteworthy person has been injured. They will be unable to do a critical job in the town until they heal / If their injuries are not healed, it could lead to death*.

  49. Invasive Species (animal, monster) - A new creature has started appearing in the region. It's killing off the normal game and livestock in the area. The invasive species: (appears to be poisonous, attacks in large swarms, is an alpha predator, is an ambush predator, is a pack hunter).

  50. Invasive Species (plant, fungi) - A new plant or fungi has started appearing in the region. Its (growing out of control, killing off local [plants, wildlife], making normally docile insects aggressive, triggering allergies)

  51. Lack of Fish and Game - Something is (driving away, killing off) most of the fish or game in the area. Hunting and fishing are at an all time low.

  52. Missing person(s) - Number: (one, a few, many) / Who: (a patron of "x", a specific race, children, nobles, officials, people connected to "x" [event, family, guild, job, merchant house, military unit, noble house, school], people with a specific trait, seemingly random, travelers).

  53. Monster Migration - For some reason large (herds, hordes, packs) of monsters are migrating into the area. It's becoming very dangerous for anyone outside the walls of the city. Soldiers are being forced to guard the farms, so the city doesn't starve.

  54. Monstrous Pet - Some locals raised a dangerous (animal, monster) thinking they could domesticate it. Now that it has become an adult (it's becoming more violent and harder to control, they can't afford to feed it). It (is about to break free, has already broken free, has already harmed livestock, has already harmed people, has damaged property) / Owners are (abducting [travelers, vagrants], stealing livestock) to feed it.

  55. Natural Disaster - (avalanche, blizzard, drought, earthquake, flood, fungal spore cloud, hurricane, lava flow, meteor shower, mud slide, sand storm, sink hole, tornado, tsunami, volcano, wild fire, etc). Timing: (Predicted to occur in the next [day, few days, week], currently happening, disaster has occurred recently and the area is in ruins or suffering the aftereffects, disaster has occurred some time ago and the area is rebuilding but still suffering the aftereffects)

  56. Not Enough Workers - Not enough workers to finish a project (construction project, crafting project, fortifications, harvest, keep up with demand for "x" product, planting, etc) on time. Not finishing on time will have repercussions.

  57. Noxious Fumes / Stench - Fumes released from: (alchemists workshop, chemical spill, factory, lab, power plant, refinery, restaurant, sewer, tannery, waste dump / Natural Source: local flora, local fungi, local pest, polluted river or lake, volcano, wild fire).

  58. Occupied - The city has been taken over by an occupying force (a nobles forces, foreign army, mercenaries, rebel forces).

  59. Pirates - Pirates are (Abducting people for ransom / Forcing [town, ships] to pay protection money, Severely impacting [fishing, sea travel, shipping, trade]).

  60. Political Tension with Neighbors - Relations with one or more neighboring (countries, kingdoms, factions) is strained or tenuous at best / There has been an incident, that will cause a political disaster if its not resolved.

  61. Port is Frozen - Extreme cold weather has frozen the port. Any ships are trapped in ice. No ships can get in or out.

  62. Prohibition - Seeking to put an end to drunken behavior, alcohol was outlawed in the town. A group of criminals have come together to secretly create a Speakeasy to secretly consume alcohol.

  63. Prolonged Bad Weather - Natural Type: (fog, fungal spore cloud, rain, smoke from wildfire, snow, volcanic ash) / Man Made Type: pollution cloud.

  64. Rebellion - A rebellion has started against the local government. The rebels are (As bad as, worse than) those in charge / Innocent people are getting caught in the crossfire / The rebels are being used by a 3rd party to weaken the town before they attack / The rebels are (As bad as, worse than) those in charge / The rebels are delusional.

  65. Refugees - Refugees from “x” are seeking entry into the city. (increased crime / strain on resources / criminals, spies, or terrorist sneak in with refugees / refugees don't speak the language / refugees don't think your laws should apply to them / refugees want to force their culture and laws onto the native population).

  66. Religion Banned - The religion that a large percentage of the population follows has been banned.

  67. Religious Inquisition - One of the prominent religions is trying to make theirs mandatory in the (town, city, region, kingdom). Non-believers who fail to convert are (forced to pay a tax, imprisoned, killed, tortured).

  68. Reputation - The (city, the people, a particular group) has a bad reputation that is (deserved, undeserved).

  69. Resource depleted - A major resource for the city has been depleted. A forest is cut down / A mine is mined out / An animal have been (fished, hunted, trapped) to extinction / A plant has been harvested to extinction / etc.

  70. Resource shortage - The town is short on "x" resource. Ex: clay, coal, food, lamp oil, metal, salt, textiles, wood, wool, etc

  71. Revolt - The populace are on the verge of revolt / The revolt has already begun / The resistance is as bad as or worse than the current (leader, governing body) / Revolt was instigated by a 3rd party.

  72. Riot(s) - Riots over: (racism, resource shortages, sexism, unfair laws, unfair pay, unfair treatment , unpopular decision, unpopular ruler). Reason is (based on misinformation, justified, propaganda from a [person, group] with an ulterior motive).

  73. Roads Blocked - The main roads into or out of the city are blocked via (avalanche, bridge collapse, cave-in, flood, huge herd of “x”, snowdrift, etc).

  74. Ruler or Ruling Body Issues - Issue Types: (absent, being blackmailed, being bribed, being strong-armed, cognitive impairment, compromised, contested rulership, corrupt, dying, fled already, illegitimate, impostor, incompetent, insanity, leader is a child, no current leader, no successor, not respected by [neighboring rulers, peers, populace], secretly a villain).

  75. Running out of room - Where the (city, town) is built, it is running out of room to expand. The population is reaching a point where they will have to expand, immigrate to other settlements, or colonize a new region.

  76. Sabotage (defenses, economic, infrastructure, mine, primary industry, wells).

  77. Sea Monster - A sea or lake monster has taken up residence near the city. Ships are attacked. Fishing and sea trade is being disrupted.

  78. Shipping Issues - Impacted: (exports, imports, specific product, supplies) / Cause: (Legal red tape, Not enough [barges, pack animals, ships, sleds, wagons] to transport goods, Not enough draft animals to haul shipments, Supply and trade routes are being blocked by [bandits, foreign invasion, foul weather, pirates, monsters, raiders], Supplier is [having issues, gone]).

  79. Slavery - Slavers abducting people / Debtors, prisoners, and the poor end up as slaves / Violent slave uprising

  80. Smuggling Ring - Illegal, restricted, or dangerous items are being smuggled into the city.

  81. Spoiled / Tainted Produce - A (farmer, merchant house, trader, street vendor) has been accused of selling spoiled/tainted produce / An incoming supply shipment is spoiled / An outgoing shipment is spoiled.

  82. Stampede - Stampeding creatures are running (towards, through) the city.

  83. Superstitions - Belief in a superstition is causing issues. Some of their people are being crippled or killed because of superstitious practices / Someone is using their beliefs to [con, take advantage of them] / Villagers keep trying to use useless rituals, instead of scientifically proven methods / Workers refuse to work [at a specific time, in a specific area]

  84. Taxes are too high

  85. Theft - A holy relic went missing from a large barbarian tribe, after a group of adventures visited them. The barbarians blame the city folk and have started raiding the city

  86. Theft - Something noteworthy has recently been stolen from the city. A historical document / A holy relic / A national treasure / A symbol of [alliance, non-aggression, peace] with a neighboring power / A symbol of rulership / The treasury

  87. The Insane Asylum - (A new overseer has been put in charge, shortly after all the doors were locked and no one has entered or exited since / Dangerous insane people have escaped / Horrible experiments are being performed on patients / Patients are disappearing / The patients have taken over the asylum).

  88. The local (noble, ruler) believes that the townsfolk are (aiding, hiding) a criminal. The criminal in question is a "Robin Hood" type folk hero. The (noble, ruler) is punishing the townsfolk until the criminal is brought to justice.

  89. The local (noble, ruler) wants his son to get experience managing the peasantry. The son is incompetent and treats the town like his private plaything.

  90. The Prison - (A new overseer has been put in charge, shortly after all the doors were locked and no one has entered or exited since / Dangerous criminals have escaped / Horrible experiments are being performed on the inmates / Prisoners are disappearing / The prisoners have taken over the prison).

  91. The Sewers - A disease is originating from something in the sewers / An undesirable person or group (cult, mad scientist, rebels, serial killer, thieves, etc) has a hideout somewhere in the sewers / An unknown creature is attacking sewer workers / Sewers are clogged and backing up / Sewers are infested with "x" creatures

  92. Treasury is running out of funds - bad investments, embezzled, misfortune, mismanaged, robbed.

  93. Two families bear a longstanding grudge, but their youngest have fallen in love

  94. Unruly Guest - Something is attracting (adventurers, fortune seekers, pilgrim, treasure hunters) to the town. A goodly number of these people are loud, disrespectful, and unruly. Several fights have broken out between visitors and townsfolk.

  95. Vermin - attacking people / destroying paper / destroying textiles / eating crops / infest building / raid granaries / spreading plague.

  96. Vigilantes - Vigilantes are taking things into their own hands. Some of them are little more than criminals pretending to be doing good deeds / They often assume guilt without verifying / The punishment they dish out far exceeds the crime / They tend to cause a lot of collateral damage / The tend to cause more trouble than they are worth.

  97. Water source - Water source is (contaminated, drying up, has an invasive aquatic species, infested, poisoned, too little to meet demand)

  98. Wild (animals, monsters) - Wild (animals, monsters) are becoming an issue. (They are a huge nuisance, they attack [domesticated animals, farmers, the homeless, travelers], they [eat, damage] the crops, they steal things).

  99. Wood eating insects are destroying wooden structures within (weeks, months).

  100. Worked to death - The (city leaders, kingdom) demands "x" and they have an unrealistic expectation of how fast it can be (produced, mined, harvested). People are being worked till they (collapse, die).

Fantastical Problems:

  1. Accidental Transformation - The local (alchemist, mage) has accidentally turn (themselves, their apprentice, a customer, the ruler) into a rampaging monster and needs to be stopped without harming them.

  2. Accidents - The town is plagued by a series of (minor, major, noteworthy) accidents. Cause: (curse, fae tricks, gremlins, lack of magical safety protocols, magical accidents, malicious magic).

  3. Alchemical Fog - An alchemist lab exploded. Clouds of fog are drifting through the town. This fog is having strange effects on anyone who comes into contact with it.

  4. Alchemical Runoff - Alchemical waste is running into the local (fields, water source). Its having strange effects on the (crops, livestock, people, wildlife).

  5. Angry God - A (god, old one, outsider, primordial) has been angered for some reason and is taking out their anger on the (city, population, region).

  6. Animated Statue - A statue in town has animated. Behavior: (attacks [people, livestock, building, ships], building something, makes a nuisance of itself, wanders off).

  7. Awakened Animals - Effected: (farm, ranch, stables, wild animals) / Behavior: (attacking people, demand rites, leaving, forming an organized army, going into hiding and stealing things).

  8. Body Snatchers - Something is taking over people or replacing them.

  9. Breach of Contract - The town is in danger of breaching a magical contract with a powerful magical entity. If the contract is broken: Bad things will happen / The entity will withdraw its magical (aid, service).

  10. Children are being born a different race from the parents. Human parents having a (elf, goblin, orc) child.

  11. Coveted Magical Resource - The town has discovered an ultra (powerful, rare) magical resource. Magic uses are likely to take over to (control, obtain) it / Neighboring (factions, kingdoms) are likely to invade to (control, obtain) it / Powerful magical creatures will be attracted to the area / Town has no one who can safely (harvest, mine, process) the resource.

  12. Curse - The curse is too powerful to be broken by a simple remove curse spell. The source of the curse must be discovered and dealt with. Curse that affects: (majority of, all of) population, the crops, the economy, the land, the ruler or ruling body, travel.

  13. Cursed Items - A traveling merchant has sold a great number of items to the population. It turns out the items were all cursed. All the cursed items have a (similar, very different) curse. Someone must locate and (secure, dispose of, purify, seal) all the cursed items.

  14. Deal with a Monster - A powerful monster is threatening the city. The city leaders have instituted a lottery system to choose sacrifices to appease the monster. Somehow the nobles never end up in the lottery. The peasants and commoners are getting desperate.

  15. Death of a Mage - A powerful mage has died. Now: (A portal in their [dwelling, lab] is letting unsavory things into this world / Magic is leaking from their [dwelling, lab] and is having [detrimental, unusual] effects / No one is left to perform a needed magical service / Their apprentices are fighting over their belongings / Their guardian [constructs, creatures] are running amuck / Their experiments are getting loose and running amuck / Unsavory characters are showing up to loot their [dwelling, lab]).

  16. Discrimination - Discrimination between mages and non-mages.

  17. Eldritch Mutations - Townsfolk are beginning to become mutated. Afflicted: (everyone, children, younger generations, older generations) / Mutations: Eldritch Mutations / Cause: (unknown, curse, dimensional portal, [imprisoned, dead] eldritch being, magical accident, magical resource that is [mined, harvested, processed], well of power).

  18. Escape - A powerful magical (entity, creature) is about to break free from its prison / A (person, group) is attempting to free a powerful magical (entity, creature) from its prison.

  19. Evil Magic User - An evil magic user has moved into the area and is causing trouble.

  20. Haunted - A (district, factory, graveyard, house, park, store, etc) is haunted.

  21. Hostile Faction Upgrade - A hostile faction: has acquired a (hi-tech, magical) super weapon / has acquired an army of (constructs, demons, monsters, undead, etc) / has acquired (alien, precursor, pre-apocalypse) military gear / has gained control of a (demon, dragon, god, kaiju, lich, old one, outsider, primordial, etc) / has gained (cybernetic, genetically enhanced, magically enhanced, psionic) super soldiers / has made a (magical, technological) leap.

  22. Impersonator - A (doppelganger, illusionist, shapeshifter) is impersonating people and causing problems (abductions, framing someone of a crime, murders, sabotage, sowing dissent, etc).

  23. Impersonator - The ruler or ruling body has been replaced with (doppelgangers, shapeshifters).

  24. Insanity - A local (god, mage, nature spirit) has gone insane and is causing problems.

  25. Kaiju - A giant kaiju has been sighted approaching the town / A giant kaiju has awakened underneath the town. The town (or what's left of it) is now on its back / Someone is trying to awaken a kaiju near the town

  26. Magical Crime - A noteworthy crime was committed using magic / A notorious magical criminal is running amuck in the town / Magical crimes within the region are on the rise.

  27. Magical Disease - A magical disease is spreading through the area. Disease affects: (animals, only magic users, people, plants).

  28. Magical Transformation - Magic has altered the (color, shape, smell, taste, texture) of a food crop. People are reluctant to buy it or try it.

  29. Magical Weather - The region is plagued by a type of magical weather. Ex: Magical weather 01, Magical Weather 02.

  30. Magic is Failing - Impacting: (all magic, arcane magic, divine magic, magic [element, school, type]) / Effect: (spells are weaker, spells have a chance of failure).

  31. Magic Wards - Magic wards that keep out “x” are beginning to fail.

  32. Militant Druids - A faction of militant druids are: (forcing civilization out of their territory / forcefully restoring the balance of nature / sabotaging [meat supply chains, abattoirs, butcher shops, and meat markets] / etc).

  33. Monster Mutation - For some reason relatively weak monsters are mutating into something far more dangerous. It's starting to become dangerous for anyone outside the city walls. Many local adventuring groups have been wiped out or permanently crippled.

  34. Monster Season - A type of monster in the region hatches out every ("x" season, "x" number of years). This time is approaching soon. The number of monsters is about to greatly increase. Time for another culling.

  35. Monster Tribute - A powerful monster shows up and demands tribute / A horde of monsters show up and demand tribute.

  36. Occupied - The town has been taken over by (awakened animals, constructs, demons, devils, mages, magical creatures, the undead, etc).

  37. Portal - A portal has opened (near, within) the city. The city leadership has walled off the portal and stationed a garrison of soldiers around it, but it's not enough. Problems: (horrible creatures come out of it, its affecting people's minds, its leaking [corruptive, hazardous] magic, its leaking hazardous substances, its mutating things around it, etc).

  38. Possession - A noteworthy person has been possessed by an evil entity / Multiple people have been possessed by evil entities.

  39. Silence - The deity of the primary religion of the city has gone silent. All the priest of the religion have lost their powers. Something must be done to find out the cause / All the deities worshiped in the (city, region) have gone silent.

  40. Something is driving away all the fish and game.

  41. Theft - Something magical, that is critical to the city’s survival was stolen (defensive ward, power source, weather controller, etc).

  42. Thefts - Small items keep disappearing throughout the city. (awakened tiny animals, borrowers, fairies, tiny beings) have moved into the city and are stealing tiny items to furnish their homes. They keep their existence hidden from others.

  43. The Mage - A mage moved into the area some time ago. They are causing problems for the townsfolk: (abducting townsfolk, experiments are escaping into the wild, magical accidents, mutating the local [fauna, flora], mutating the townsfolk, weather alteration).

  44. The Mines - Something was found in the mines: Cavern full of monsters / Cavern with a sleeping (demon, devil, god, kaiju, old one, etc) / Coveted magical resource* / Evil (alter, artifact, idol, temple) / Fungal forest with dangerous spores / The prison of a (demon, devil, god, kaiju, lich, old one, etc).

  45. The Over Use of Magic - Effect: (Area is becoming a wild magic zone / Attracting [demons, monsters, supernatural creatures, etc] to area / Dimensional rifts are opening / Magic in area is becoming weaker / Mutations occurring in [flora, fauna, monsters, residence]) / Undead are rising from the grave.

  46. The withering - Plants start withering and dying for reasons unknown.

  47. Transformation - Population is transforming into (animals, monsters, plants).

  48. Undead (ghostly) - Ghost and specters rise up from corpses. Behavior: (attack the living, endlessly repeat some moment of their life, wander aimlessly).

  49. Undead (physical) - Corpses (within, near) the city rise up as zombies. Corpses have to be cremated, within a few days, to prevent this. Older corpses may rise as skeletons. Behavior: (attack the living, wander aimlessly).

  50. Underground Monsters - Something is digging tunnels under the town. Sometimes the ground may collapse and (people, animals, buildings, vehicles) may fall into the tunnels / Underground monsters are actively attacking (granaries, livestock, root cellars, townsfolk, travelers).

  51. Wild Magic Zone - The region (is, is becoming) a wild magic zone.

  52. You Can't Leave - People can enter the town buy some type of magic prevents anyone from leaving the (town, region).

Similar Post:

City Generator - Problems by Reggerlicious

Peasant Problmes by Zombiphilia

Reasons a village might be cursed abandoned or otherwise in distress by ItalianCandles

Contributors and Sources:

CalBear1968/

Chekaman/

DMDelving/

Dragonslayer (1981 film)

Friday the 13th (1987 TV series)

gnurdette/

Its_Curse

James1gal/

Lazy_human5040

MaxSizeIs

Oginme/

Reggerlicious

The Brothers Grimm (2005 film)

whpsh/

Wintrepid

World_of_Ideas

Zombiphilia

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u/World_of_Ideas — 6 months ago