| name | gm-generate |
| description | Use when the GM needs quick in-play generation for Fate of Eberron — stat blocks, scene aspects, compel ideas, NPC names, complications, chase zones, or countdown clocks. Output only, no file writes. |
GM Generate — In-Play Quick Generation
Generate Fate of Eberron content on demand during play. Output to conversation only — no file writes unless explicitly asked.
How to Use
The user invokes /gm-generate with a request. Parse what they need and generate it.
$ARGUMENTS
Before Generating
- Read
gm-guide.md sections relevant to the request (adversary templates for stat blocks, scene types for complications, etc.)
- If generating for a specific PC (compel ideas), read their character from
campaign/npcs.md or campaign/state.md
- If generating for a specific faction, check
campaign/factions.md for current state
Generation Types
Stat Blocks
Follow the GM's Guide adversary template format exactly:
Threat (mooks, one-hit):
- 1-2 aspects
- Weapon rating (attack bonus)
- No stress track — one hit takes them out
- Group: "When 3+ threats attack together, combine into a single roll at +1 per extra threat"
Filler (squads, moderate opposition):
- 2 aspects
- One pointed skill at Fair (+2) or Good (+3)
- Shared stress track (4-6 boxes for the group)
- One mild consequence for the group
Hitter (named enemies, real danger):
- 2-3 aspects (high concept + trouble minimum)
- 2-3 pointed skills (peak at Good +3 or Great +4)
- Stress: 2-3 boxes
- Consequences: Mild, sometimes Moderate
- 1 stunt
Boss (major antagonists):
- 5 aspects (full spread)
- Skill pyramid (peak at Great +4 or Superb +5)
- Stress: 3-4 boxes (physical and/or mental)
- Consequences: Mild + Moderate + Severe
- 2-3 stunts
- 1+ boss features (extra action, absorption, zone control, lieutenants, recovery, special weakness)
Always include faction affiliation and Eberron-specific flavor. A Daask enforcer isn't just a "thug" — they're an ogre or gnoll with Droaam backing.
Scene Aspects
Generate 2-3 scene aspects for a location or situation. Aspects should be:
- Invokable by both PCs and NPCs
- Specific to the fiction (not generic "Dark Room")
- Tied to Eberron flavor (magical infrastructure, war aftermath, vertical city)
Example for a lower ward tavern: Dim Everbright Lanterns Flicker Overhead, The Barkeep Owes the Boromars
Compel Ideas
Given a PC's aspects, suggest 2-3 compels relevant to the current situation. Format:
"Because you're [aspect], it would make sense that [complication]. Accept a fate point?"
NPC Names and Hooks
Generate a quick NPC with:
- Name (appropriate to their nation/species)
- One aspect
- One sentence hook (what they want, what they're hiding)
Investigation Complications
Generate 1-2 complications for an investigation scene:
- Magical interference (warded evidence, altered memories, living spells)
- Social complications (witnesses scared, evidence owned by a House, Watch interference)
- Time pressure (evidence decaying, someone else looking for the same thing)
Chase Zones
Generate 3-5 zones for a chase through a specific Sharn area. Each zone has:
- Name and brief description
- 1 aspect
- 1 obstacle or hazard
Countdown Clocks
Generate a countdown with:
- What happens when it fills
- Number of boxes (3-6)
- Trigger (time, action, failure, neglect)
- What fills each box (specific fictional events)
Output Format
Output in clean markdown, ready to read at the table. No preamble — go straight to the generated content. If the request is ambiguous, ask one clarifying question before generating.
If Asked to Save
If the user says "save that NPC" or similar, write the NPC to campaign/npcs.md following the format in that file. Show the addition before writing.