Campaign & story

Collateral Damage
Generator

Something broke.
Someone is affected.
The party can make amends.

Fantasy illustration of companions discussing damaged market property while a craftsperson repairs a fountain
Individual subscription accessIn Desktop Control Centre

The aftermath, ready to play

Make the damage something the party can address.

Prepare the direct physical damage after a fictional tabletop incident, from the broken place to its owners, witnesses, repair costs and possible restitution.

Make the harm visible

Describe what happened, where it happened and how much was damaged. Give the aftermath places and property the group can recognise.

Give people a response

Consider owners, witnesses and the public story. Practical ways to make amends leave the next choice with the party.

Fantasy illustration of damaged stalls, a fountain and a bridge with owners and witnesses nearby

Damaged places and their owners

Show what broke, and who it matters to.

A broken stall, damaged fountain or ruined bridge affects more than the scenery. Choose a place and severity, then identify its owner and reaction.

Prepare the cause and reach of the harm. Use those details to give the party an understandable aftermath they can address.

What your aftermath can contain

From the incident to the next practical choice.

Choose the people, costs and responses that fit your campaign.

The incident and place

Begin with what happened and where. Prepare damage in a market, tavern, temple, street, bridge, dock, noble home, farmland, fortification or ancient ruin.

A chosen severity

Set the scale from negligible damage through minor, noticeable, serious or major destruction to a landmark being lost.

What was damaged

Identify the affected property and the reach of the damage. Give the aftermath visible details the party can address.

The owner and reaction

Name who owns the damaged place or property and consider their immediate response to the incident.

Cause and responsibility

Bring the cause and context. Deep choices include whether the party is responsible, partly responsible or framed.

Bystanders and witnesses

Describe who saw what and who did the most damage. Give the scene people with different accounts of the event.

Repair costs and payment

Prepare what repairing the harm may cost and who may be expected to pay. Your table decides how payment is resolved.

The official response

Consider the authorities and their response to the visible damage, without assigning legal guilt.

How the story spreads

Explore how different people tell the story. Review which details the characters should hear and which remain private preparation.

Ways to make amends

Prepare practical approaches to restitution and a future hook. Give the party choices they can pursue after the immediate damage.

Fantasy illustration of companions, witnesses and officials considering damaged property, causes and repairs

Cause, cost and response

Prepare the facts around the damage.

Describe the incident, choose its location and severity, then decide whether a real table roll should trigger the damage.

Deep preparation adds cause, responsibility, witnesses and who did the most damage. Include private context and things to avoid, then review the proposed aftermath.

Quick and Deep

Start with the incident. Add the context.

Bring existing campaign facts into your preparation.

Quick choices

Describe what happened, choose the place and severity, and set real-roll timing. Use the aftermath as a starting point for the next scene.

Responsibility and witnesses

Describe the cause and choose whether the party is responsible, partly responsible or framed. Add witnesses and who did the most damage.

Private context and limits

Include background that matters to the incident and subjects to avoid. Review those details before sharing the scene.

Review what follows

Consider the owner, repairs, authorities and public story together. Decide which suggestions fit what your campaign has already established.

Fantasy illustration of companions making amends while workers repair a market, fountain and bridge

Repair, restitution and memory

Give the party a way forward.

Repair costs, payment expectations and ways to make amends can turn visible damage into choices worth pursuing. Consider the future hook alongside the immediate repair.

Your table decides guilt, payment and each attempt at restitution. Review private preparation and choose which details to share with the characters.

Keep the table in control

An aftermath with choices still open.

Use the material as preparation and decide what happens in play.

Direct physical damage

This product focuses on damaged places and property. Use a separate product when you want a wider chain of events or a multi-stage cascade.

No automatic guilt or death

The generator does not assign legal guilt or declare a bystander dead. Keep those decisions with your campaign and table.

Payment and restitution remain open

Costs and ways to make amends give the party something to consider. They do not resolve the payment or guarantee a successful repair.

Standalone aftermath

It does not start or change combat or send a Combat PRO handoff. It records the aftermath while your table decides the next events.

Choose the right preparation for the next scene

Explore a wider cascade when that is the task.

Each product concentrates on its own kind of preparation.

Product artwork illustrates the subject, not application screens.

Questions and answers

Know how it fits your campaign.

Damage, responsibility, boundaries and account access at a glance.

What does Collateral Damage Generator prepare?

It prepares the aftermath of direct physical damage: what broke, who owns it, witnesses, repair costs, official and public responses, and practical ways to make amends.

How much damage can I prepare?

Choose a severity from negligible damage through minor, noticeable, serious or major destruction to a landmark being lost. Match the scale to the incident and your campaign.

What is the difference between Quick and Deep?

Quick chooses the incident, place, severity and real-roll timing. Deep adds cause, responsibility, witnesses, who did the most damage, things to avoid and private context.

Can the party be partly responsible or framed?

Yes. The approved product information includes those preparation choices. Your table decides what actually happened, how people respond and what follows.

Does it declare legal guilt, kill a bystander or start combat?

No. It records the aftermath without making those decisions. It does not start or change combat or send a Combat PRO handoff.

How do I access the generator?

Use your VISINVOKE account and open the Generators collection in Desktop Control Centre on Windows. Individual subscription access and current pricing are managed through your account.

Illustration of a desktop workspace connected to documents, devices and a personal collection

Continue in VISINVOKE

Your account. Your desktop workspace.

Create a free VISINVOKE account or sign in to your existing account. Access Desktop Control Centre through your account installer page.

Open the Generators collection on Windows. View current subscription and access details in your account.