🎲 GM Quick Reference
Essential tables for running Strange Aeons sessions in the Bloom-corrupted apocalypse. When you need a name, reality anomaly, or horror on the spot - roll or choose instantly.
👤 Survivor Names (d100)
Names for survivors, seekers, and those touched by the Bloom
1-25
- Ash the Voidwalker
- Sera Mindshield
- Kane Riftborn
- Nova Starblind
- Dex the Unseen
- Luna Dreamweaver
- Cade Truthseeker
- Iris Bloomtouched
- Rook Shadowmind
- Echo Timestep
- Vale the Witness
- Sage Veilpiercer
- Flint Realitykeeper
- Nyx Corruptionwatcher
- Drake Dimensionwalker
- Raven Truthspeaker
- Storm Ancientborn
- Jade Memorykeeper
- Talon Saneguard
- Ember Voidtouched
- Shadow the Unchanged
- Crystal Spiritward
- Scar Bloomsurvivor
- Whisper Realityguardian
- Frost the Resistant
26-50
- Cipher Truthbound
- Nora Voidshield
- Rex the Unbroken
- Lyra Sanityweaver
- Zane Corruptionhunter
- Mira Bloomwalker
- Crow the Marked
- Haven Mindfortress
- Blaze Ancienthunter
- Silver Memoryguard
- Jett Realitywatcher
- Dawn Veilkeeper
- Stone the Grounded
- Fable Truthkeeper
- Hawk Dimensionseeker
- Mercy Bloomresistant
- Wolf the Unchanged
- Tempest Voidwalker
- Grace Saneguardian
- Iron the Unturned
- Violet Spiritkeeper
- Dagger Corruptionward
- Hope Realitybound
- Ghost the Witness
- Amber Bloommarked
51-75
- Onyx Voidborn
- River Mindwalker
- Talon Truthseeker
- Opal Bloomtested
- Flint the Aware
- Starling Sanitykeeper
- Riot Corruptionbound
- Pearl Veilwalker
- Blade the Resistant
- Sunny Realityguard
- Thunder Ancientmarked
- Jewel Memorybound
- Thorn Bloomwatcher
- Dove Voidprotected
- Steel the Unbroken
- Ruby Truthward
- Phoenix Dimensionborn
- Willow Spiritbound
- Nitro Corruptionseeker
- Aria Bloomkeeper
- Brick the Grounded
- Melody Saneguardian
- Wraith Voidmarked
- Harmony Realityweaver
- Ranger Mindguard
76-100
- Atlas Veilborn
- Joy Bloomprotected
- Granite the Unchanged
- Peace Truthguardian
- Viper Corruptionwalker
- Faith Sanitybound
- Nomad the Marked
- Eden Realitykeeper
- Cannon Voidtested
- Unity Bloomwatcher
- Bolt the Resistant
- Serenity Mindkeeper
- Diesel Ancientseeker
- Liberty Memoryguard
- Fang Veilwalker
- Destiny Bloomborn
- Tank the Unturned
- Angel Truthbound
- Reaper Voidwatcher
- Blossom Corruptionward
- Smoke the Aware
- Poppy Realitymarked
- Chunk Bloomresistant
- Lily Saneguard
- Zero the Witness
🗣️ Settlement Whispers (2d10)
What survivors whisper in the Bloom-touched wasteland
| 2d10 | Rumor |
|---|---|
| 2 | "The geometry of the eastern district changed overnight. Buildings in different places. Streets that lead nowhere. Maps are useless now." |
| 3 | "Someone saw a Great One manifestation by the old river. Says it looked at them. Right through them. They haven't spoken since." |
| 4 | "The Bloom-touched are learning. Saw one use tools yesterday. Another spoke. Actual words. Not human words, but words." |
| 5 | "Reality's thinning near the old church. Time moves wrong. Went in for ten minutes, came out three days later. Or three days earlier. Can't tell." |
| 6 | "Found a pocket of pristine reality. No corruption, no Bloom, perfectly normal. Too normal. Like it's waiting for something." |
| 7 | "The sky bled colors last night. Colors that don't have names. People who watched too long can't describe what they saw. Won't try." |
| 8 | "Settlement to the north went silent. Sent scouts. They came back... different. Same bodies, different people inside. They don't realize it." |
| 9 | "Someone's been leaving offerings to the Great Ones. Food, trinkets, sometimes people. Says it keeps us safe. Might be right. Might be insane." |
| 10 | "Found a journal from before the Bloom. Author describes our world perfectly. Journal dated 200 years ago. Bloom happened five years ago." |
| 11 | "The corruption's spreading faster. Used to advance inches per day. Now it's feet per hour. And it's learning. It knows we're watching." |
| 12 | "Heard there's a trader who carries maps updated weekly. Costs a fortune. Supposedly they go places no one else dares. Nobody's seen them twice." |
| 13 | "Water from the eastern wells tastes different now. Not bad. Different. People who drink it sleep deeper. Dream the same things. Won't say what." |
| 14 | "Three settlements formed a pact. Share resources, share scouts, share walls. Thought it was working. Two of them stopped responding last week." |
| 15 | "Someone's been fixing the old roads. No one knows who. Patrols find them repaired overnight. Clean work. Too clean. No footprints anywhere." |
| 16 | "The children born after the Bloom are different. Calmer. They don't fear the Bloom-touched. Watch them like they recognize something. Unsettling." |
| 17 | "Saw lights in the ruins last night. Too organized to be scavengers. Too quiet to be the Bloom-touched. Nobody wants to go check." |
| 18 | "The Bloom pulled back from the river district. Entire block, clear overnight. No corruption anywhere. Everyone agrees it's a trap. Nobody leaves anyway." |
| 19 | "There's a signal on the old emergency band. Repeating coordinates. Someone ran the numbers. The location doesn't exist. The coordinates lead somewhere outside the map." |
| 20 | "Something came through from the other side last night. Not Bloom-touched. Not a Great One. Something else. It asked questions. In perfect English. About us." |
🔍 Quick Loot (2d10)
Items found in Bloom-corrupted zones and abandoned locations
| 2d10 | Item Found |
|---|---|
| 2 | Compass that points toward nearest reality corruption. Needle spins wildly when you're in one. Always warm. Sometimes hums. |
| 3 | Journal documenting Bloom progression. Last entry: "I understand now. It's beautiful. Going to join it." Handwriting becomes non-Euclidean at end. |
| 4 | Photograph that changes. Same scene, different details each viewing. People appear and disappear. Sometimes you're in it. |
| 5 | Vial of liquid that exists in multiple states simultaneously. Solid, liquid, gas, and something else. Tastes like memory and regret. |
| 6 | Map showing locations that don't exist. Yet. Or anymore. Some recognizable, others impossible. One is labeled "Here. Now." |
| 7 | Bloom sample in containment. Still growing. Still corrupting. Label warns "DO NOT OPEN." Someone scratched "TOO LATE" underneath. |
| 8 | Mask that filters perception. Wearer sees reality without Bloom corruption. Reveals what's really there. First hour fascinating. After that, maddening. |
| 9 | Book written in language that shifts. Read it once, it's English. Read it again, something else. Content changes. Warnings stay consistent. |
| 10 | Recording device playing loop of screaming. In multiple voices. Including yours. Recording date is tomorrow. |
| 11 | Fragment of Great One. Inert. Mostly. Pulses with wrong rhythms. Touch it and hear whispers. Don't touch it and hear them anyway. |
| 12 | Pre-Bloom radio still broadcasting. Signal strong, content impossible. Describes events in real time. Events happening right now. Nobody is broadcasting. |
| 13 | Keycard for facility that doesn't appear on any map. Card still works. Something on the other side of that door is still using power. |
| 14 | Child's drawing. Scenes of the Bloom, accurate in every detail. Including details only possible to know after the fact. Dated three years before the Bloom. |
| 15 | Medication bottles, pre-Bloom prescription. Name on label matches no one in the party. Dosage instructions written in present tense. For symptoms you have now. |
| 16 | Mirror that shows the room from a different angle. Not a reflection. A window. Something is on the other side, occasionally leaning in to look back. |
| 17 | Sealed letter addressed to the party by name. Postmark predates the Bloom. Contents describe this exact moment in precise detail. Last line is missing. |
| 18 | Collection of teeth. Each one labeled with a name and date. Dates are all in the future. One label is blank. It has your tooth's exact shape. |
| 19 | Working clock running backwards. Hands spin counterclockwise at normal speed. At the zero point it chimes. The chime sounds like a word. Different word each time. |
| 20 | Small box containing nothing. Opens fine, closes fine. Weight suggests something inside. Scale confirms something inside. Whatever it is refuses to be perceived. Still warm. |
🎭 Survivor Personality Quirks (2d10)
Quick traits for those who've survived in the Bloom-touched world
| 2d10 | Personality Quirk |
|---|---|
| 2 | Tests reality constantly. Pinches self, counts fingers, checks reflections. "Making sure this is real. Still real. For now." |
| 3 | Refuses to sleep. Ever. Says dreams let the Bloom in. Been awake for impossible duration. Definitely human. Probably. |
| 4 | Speaks to entities others can't see. Holds conversations with empty air. Sometimes the air answers back. Sometimes correctly. |
| 5 | Obsessively documents Bloom progression. Measurements, observations, theories. Filling library worth of journals. "Someone needs to understand." |
| 6 | Partially corrupted but stable. Bloom-touched features that don't spread. Extra eyes, impossible angles, colors that shouldn't exist. Still human. Mostly. |
| 7 | Sees time non-linearly. Answers questions before asked. References events that haven't happened. "Already did this. Will do again. Am doing now." |
| 8 | Carries objects from different timelines. Things that don't exist. Things that never existed. Things that will exist. Won't explain how. |
| 9 | Immune to certain reality corruptions. Doesn't know why. Desperately wants to know. Experiments on self. Not recommended. Does it anyway. |
| 10 | Communicates with Great Ones. Not willingly. They speak through them sometimes. Person apologizes after. "Sorry. They have questions." |
| 11 | Remembers reality before Bloom. Pre-corruption memories crystal clear. Mourns for what was. Knows it's never coming back. Can't stop hoping. |
| 12 | Keeps meticulous supply logs. Counts everything, twice. Trades with mathematical precision. Generous with strangers. Never explains why. "Generosity has its own math." |
| 13 | Names everything. Tools, rooms, routes, threats. Claims names give power over things. Names are unusually accurate. Even for things they've never seen before. |
| 14 | Always knows when Bloom-touched are nearby. No obvious explanation. Stands a little straighter. Goes quiet. "We're not alone." Usually right. |
| 15 | Collects pre-Bloom objects obsessively. Won't use them. Won't trade them. Arranges them carefully. "Evidence. So someone will know what it looked like." |
| 16 | Laughs at wrong moments. Tension, danger, tragedy. Laughter, brief, sharp, immediately suppressed. Not cruel. Just can't help it. Has never explained why. |
| 17 | Hears music no one else does. Hums along. Says it changes near Bloom zones. Has navigated by it successfully. Grew up with perfect pitch. Doesn't anymore. |
| 18 | Lost their reflection six months ago. Mirrors show the room without them. Photos too. Still casts a shadow. Solid, present, warm to the touch. "I'm still here. Mostly." |
| 19 | Draws the same face repeatedly without realizing it. Margins of notes, condensation on glass, dust on surfaces. Face is not anyone they know. Face is watching from somewhere. |
| 20 | Died during the Bloom. Clinically, briefly, undeniably. Something brought them back and they haven't figured out what. Sometimes they blink and everyone has moved. They haven't. |
⚠️ Survival Complications (2d10)
When surviving the Bloom seems manageable, roll for obstacles
| 2d10 | Complication |
|---|---|
| 2 | Reality Fracture: Local physics failing. Gravity unstable, time fluctuating, space folding. Need to leave. Exit might not exist. Might never have existed. |
| 3 | Great One Manifestation: Something massive approaching. Reality warps around it. Can't fight it. Can't outrun it. Can only witness and hope it doesn't notice. |
| 4 | Bloom Surge: Corruption spreading rapidly. Consuming everything. Hours to evacuate. Nowhere to evacuate to. Corruption everywhere eventually. |
| 5 | Sanity Breaking: Someone snaps. Corruption finally took hold mentally. Dangerous now. To themselves. To others. To reality. Might spread. |
| 6 | Impossible Geometry: Location restructuring. Rooms connect wrong. Hallways loop impossibly. Exit where entrance was. Entrance gone. Trapped in space that shouldn't exist. |
| 7 | Timeline Convergence: Multiple timelines bleeding together. People from alternate realities appear. Some hostile. Some helpful. All confused. Reality can't sustain this. |
| 8 | Bloom-Touched Horde: Mass of corrupted coming. Not attacking. Migrating. Toward something. Away from something worse. They're running. From WHAT? |
| 9 | Reality Anchor Failure: Protection failing. Safe zone becoming unsafe. Corruption seeping in. Time before total collapse: Unknown. Not long. Need new shelter. Fast. |
| 10 | Cultist Encounter: Bloom worshippers. Trying to "help" corruption spread. Consider it evolution. Want you to join. Or become. Won't take no for answer. |
| 11 | Paradox Event: Something impossible happening. Effect before cause. Future influencing past. You encountering yourself. Reality shouldn't allow this. But does. |
| 12 | Supply Cache Compromised: Stores contaminated or stolen. Someone got here first. Not the Bloom-touched. Footprints human. Supplies gone. Notes left behind. They knew you were coming. |
| 13 | Faction Dispute: Two survivor groups want the same resource, route, or location the party controls. Negotiation window brief. Violence window briefer. Choose wrong and lose both. |
| 14 | Injury Without Cause: Party member hurt. No Bloom-touched nearby, no trap triggered. Wound exists regardless. Healing works. But the wound came from nowhere. And it's shaped like a handprint. |
| 15 | False Safety: Location appears pristine. No corruption, no threats, good supplies. Every check passes. Feels wrong. The wrongness escalates the longer you stay. |
| 16 | Storm Incoming: Bloom weather approaching fast. Not natural storm. Spore density visible on the horizon. Hours to find shelter or gear up. Neither option good. Both necessary. |
| 17 | Signal Detected: Distress call, clear, local, repeated. Following it leads somewhere no one should be. Source of signal visible on arrival. Still broadcasting. Sender not present. Was here recently. |
| 18 | Bloom Communion: Bloom-touched in the area stop moving. All of them. Turn to face the party. Not attacking. Waiting. One of them speaks in a voice it shouldn't have. Asks a question that has no safe answer. |
| 19 | Memory Theft: Party wakes from rest with hours missing. Camp undisturbed, gear intact, no injuries. Shared missing memory of the same impossible place. They were there together. It knows their names now. |
| 20 | Something Followed You Back: Cleared the Bloom zone. Got out clean. Three days later the party notices it. Shadow with no source. Sound with no origin. Someone in camp who wasn't there before. Knows too much. |