Showing posts with label generator. Show all posts
Showing posts with label generator. Show all posts

Monday, December 7, 2020

THAT'S NO MOON, or, I wrote a space station generator

 SPACE STATION GENERATOR

Generate a space station! Assumed aesthetic is grimy, industrial, used future. Alien, Rebel Galaxy, Battlestar Galactica, The Expanse, The Mandalorian, Event Horizon.

If you see a table with two given die rolls you can pick which one to roll. It's usually a choice either between flat and curved, or curved and size-dependent.


SIZE (d4)/(d6)

Later rolls call for the Size Die (SD) to be rolled. If you see SD+2 or the like, roll the station's Size Die and add the modifier.

1/1 Tiny (d3)
2/2-3 Small (d4)
3/4-5 Medium (d6)
4/6 Large (d8)

BASIC SHAPE (d12)

  1. Rod (with SD-2 other rods that are d4 1 Crosswise, 2 Parallel, 3 Spoked, 4 Perpendicular)
  2. Ring (with SD-2 extra rings that are d4 1 Concentric, 2 Adjacent, 3 Perpendicular, 4 Stacked)
  3. Cylinder (d4 1-2 Horizontal 3-4 Vertical) (SD-2 0-2 Tube 3-4 Drum 5-6 Decks)
  4. Sphere (SD-2 0-2 Hollow 3-4 Onion decks 5-6 Stacked decks)
  5. Disc (d4 1 Spoked wheel 2 Pancake 3 Puck 4 Flying saucer)
  6. Polygonal (d4 1 Tetrahedron 2 Octahedron 3 Pentahedron 4 Dodecahedron) OR (d20 sides minimum 4)
  7. Irregular (d6 1 Flower 2 Lumpy 3 Organic 4 Spiky 5 Bulbous 6 Crystalline)
  8. Slab (SD-2 0-2 Simple slab 3-4 City skyline profile 5-6 Lots of projecting berths and piers)
  9. Distributed (SD+2 sections, for each roll d6 on this table but don't do the sub-rolls unless you feel like it)
  10. Agglomeration (SD+2 sections, for each: d4 1 asteroid 2 big ship 3 several small ships 4 another smaller station (roll d6 on Shape table w/o sub-table)
  11. Asteroid (d4 1 hollowed out 2 wrapped around 3 projecting from 4 tethered to)
  12. Tower (1 main tower with SD "floors", plus SD-2 half-size attached sub-towers)(d4 1 tapered 2 brutalist 3 corporate glass 4 spindly)

GRAVITY (SD)/(d6)

1 None
2-3 Spin (depending on the shape of the station this may exist in only part or not be possible at all)
4+ Artificial

PURPOSE (d12)

  1. Mining
  2. Manufacturing
  3. Habitat
  4. Refinery
  5. Commercial
  6. Shipyard
  7. Cargo transfer
  8. Crime
  9. Communications
  10. Observation
  11. Science
  12. Military

d6 1-3 Retrofitted, roll again for original purpose, 4-5 Purpose built 6 Alien/Paleotech

The station has SD-2 additional functions, roll again for each.


CONDITION (SD-2)

0-2 Roll once for the entire station
3-4 Roll once for the overall condition, and once for a specific subsection
5+ Roll for each major section

(d6)/(2d6)

1/2     Condemned (d4 1 Abandoned 2 Breached 3 Irradiated 4 Haunted)
2/3-5   Dangerous (d4 1 Damaged 2 Poorly maintained 3 Infested 4 Crime)
3-4/6-8 Grungy
5/9-11  Good repair (d4 1 Dedicated staff 2 Positive culture 3 Limited traffic 4 Robots)
6/12    Pristine (d4 1 $$$ 2 Oppressive social hygenie laws 3 Indentured cleaning staff 4 High tech)

OWNERSHIP (d6)/(2d6)

1/1-3   Civilian (Union, Co-op, Private Ownership, Squat)
2/4-5   Government (Military, Cops, Infrastructure, Science)
3/6-7   Corporation
4/8-9   Crime (Organized Crime, Smugglers, Pirates, Blacksite
5/10-11 Wildcat (Salvagers, Prospectors, Miners, Researchers)
6/12    Alien (Absentee, Station AI, Robots, Caretaker, Really really alien, Living station)

SERVICES (d10)/(2d6)

Roll SD-1 times.

1/2   Specialty Shop (d10 Guns, Cybernetics, Science, Engineering, Industrial, Food, Exporter, Importer, Broker, Fence) (d6 1 shady af 2-3 shady 4-5 legit 6 famous specialist)
2/3   FTL Comm (duplicates increase range and cost)
3/4   Medbay (duplicates increase quality of care and cost)
4/5   Market (if duplicate, d6 1-4 bigger better market, 5-6 there's a black market too) (general stores, plus roll SD-2 times on the Specialty Shop list)
5/6   Cantina (d6 1-3 Shady af 4-5 Shady 6 Upscale) (duplicates indicate additional cantinas)
6/7-8 Fuelling (duplicates indicate more expensive)
7/9   Repair Bay (d6 1-3 run by station owners, 4-5 independent, 6 shady af) (if duplicate d6 1-4 bigger better more expensive bay, 5-6 additional bay)
8/10  Faction Agent (if duplicate, d6 1-3 upgrade existing agent, 4-6 add new agent from another faction)
9/11  Salvage Yard (d6 1-3 shady af 4-5 slightly shady 6 legitimate)
10/12 Shipyard (on duplicate d6 1-3 bigger more expensive yard, 4-5 additional yard, 6 yard does black market work)

Shadiness Table 

Roll d8 on this if a result is shady, with a +2 if it's shady af

1 Unreliable goods
2 Stolen goods
3 Organized crime front
4 Pirate front
5 Rebel/insurgent safehouse
6 Black market connections
7-8 Under cop surveillance (roll d6 for why)
9-10 Cop sting (roll d6 for disguise)

WHAT'S HAPPENING HERE d66

11 A major theft has the station on lockdown.
12 Pirates recently strafed the station, are threatening to do it again unless paid off.
13 Someone hacked the station emergency services, the pressure warning sirens keep going off randomly.
14 An underboss from the regional organized crime syndicate is visiting with a retinue, everyone is on edge.
15 An unidentified body has been found.
16 The station manager is murdered shortly after the PCs arrive.
21 A solar flare fried the docking systems. Boarding the station requires spacewalks until it gets fixed.
22 A foreign bacteria got past the scanners and infected the station's algae tanks. It's not toxic, but it does make all the food taste strongly of anise.
23 A mandatory firmware update to the station doors included a prototype AI assistant. Make reaction rolls for doors.
24 Life support has gone haywire and keeps randomly pumping pure O2 into compartments. Causes giddiness at first, then diorientation, followed by lung and eye damage, and eventually death.
25 A micrometeorite swarm has damaged the solar panels. Strict power rationing and rolling blackouts is in effect until repairs can be made.
26 Starship fuel has leaked into a cargo bay after a accident. The station is waiting on a hazmat crew from the nearest popuation centre and hoping it doesn't explode before then.
31 A child's fuzzy alien pet has reproduced. A lot. Now the station is overrun by the harmless, adorable creatures.
32 A diaspora group is having an annual festival and people from all over have packed the station to attend.
33 A beloved local elder has passed, and much of the station is shut down for mourning.
34 The station is having a cooking competition to see who can prepare the local delicacy the best. Visitors are dragooned into being judges.
35 Two of the station's leaders are having a bad breakup and refusing to communicate except through intermediaries.
36 Impromptu reunion, as a childhood friend or estranged family member of a PC is on the station by (apparent) coincidence.
41 A pod of space whales is loitering near the station. Beautiful, but they're risking a collision with a passing ship.
42 An enormous teal crystalline structure has appeared in close orbit around the system's star. Everyone is having bizarre, prophetic dreams.
43 A passing band of theta radiation is making the station's hull audibly resonate. Some say it sounds like music, other hear voices.
44 The station is gripped with terror as residents report unearthly figures lurking in corridors, appearing in locked rooms, etc.
45 Silicon-based, vacuum-tolerant, metal-eating "moss" has colonized the station's hull, spreading fast. A quarantine is about to be imposed.
46 A ghost ship arrive on autopilot. Everyone is sure it's haunted (weird noises, windows smeared with blood) and no-one wants to investigate.
51 A mediocre movie starring B-list actors has come to film. They're in the way, but people are excited and they're throwing money around.
52 A famous bounty hunter has arrived and is hanging out in the cantina. Everyone is terrified, sure she's there for them.
53 A small navy ship has docked for emergency maintenance and given the crew shore leave. What do you do with a drunken spacer?
54 A popular comms-cast has claimed the station is related to a famous lost treasure. A horde of amateur treasure hunters have descended. The only question is whether the locals can hustle them for everything they've got before they all get bored and leave.
55 Another crew of freelancers arrives at the same time as the PCs, after the same score/target/job/treasure.
56 A mysterious VIP has arrived with a small army of bodyguards, personal assistants, and lawyers. Nobody knows who they are or why they've come.
61 A major strike is spreading across the system and the station is joining in, and everyone is bracing for reprisals by The Company.
62 The station is the hub for Company actions during a major system-wide strike. They're aggressively recruiting scabs and strikebreakers.
63 An election is underway to replace station management. It's hotly contested, and the locals expect visitors to take sides.
64 The Company is leveraging sanctions and blackballing against the station in a hostile takeover attempt. The locals desperately need supplies and aid.
65 System police are brutally ransacking the station and harassing the locals, ostensibly pursuing a high-value fugitive.
66 A popular anti-corporate movement is sweeping the system, and the station has become a battleground between protesters and corporate gunmen.

Tuesday, July 28, 2020

FLESH FOR FALLEN ANGELS

cw: body horror

So I've been playing a lot of Darkest Dungeon of late and it inspired me to write... this. Do you need some rampaging, demonic foes to infest deep dungeons and loathsome coves?


ON FIENDISH TROTTERS
Demons summoned into swine flesh. Demons can be summoned into animals more easily than people, less ego to interfere, and summoning into flesh is easier than crossing over. Devil Swine are violence and chaos made piggy flesh. They burn, pillage, and destroy without cease. Eventually they will create a Swine King, who leads and directs them, and can speed the creation of new Swine.

THEIR CORRUPTION CAN BE SEEN IN THEIR
ADJECTIVE 1                ADJECTIVE 2 BODY PART
1 distended                 weeping         belly
2 drooping                 oozing         face
3 swollen         pustuled                 jaw
4 skeletal                 insectoid                 eyes
5 ruptured                 torn                 limbs
6 engorged                 wheezing                 feet
7 inverted                 infested                 head
8 triple         foul                 back
9 fanged         many-eyed         hindquarters
10 heaving         bifurcated         hands
11 scabrous                 faceted         skin
12 scaled         bony         head
13 slimy         spined
14 horned         double-jointed
15 smoking         toxic
16 leathery                 infected
17 cracked         sulfurous
18 hooked         trypophobian
19 stalked         cracked
20 rippling                 roiling

THEIR BODY PLAN IS
1-5 Humanoid
6 Quadruped
7 Inverted Quadruped
8 Slithering
9 Centipede
10 Bat

THEY REPRODUCE THROUGH
1 Mitosis
2 Infection
3 Implantation
4 Eggs
5 Spores
6 Regeneration

WANT DO THEY WANT
1 Accumulate biomass to create a Swine King
2 CHASE KILL EAT CHASE KILL EAT CHASE KILL EAT
3 Use entrails to create a hellish sigil a mile wide
4 Burn it. Burn it all down.
5 Collect gold and loot to attract greed demons and greedy adventures - who will be excellent hosts
6 Unearth a buried temple of ETH-KN-YAATU, the Eighty-Tusked Swine Lord of Greed


PRIDE OF HELL
Lions are born evil, you can see it as they eat their own young. If a lion tastes the flesh of a man, it changes. Eat enough, it will walk on two legs and spread its vile taint to other lions. These dordaives (darkness-walkers) invade villages when the moon has waned to slaughter and kill and drag away the dying. These they feed to other lions who in turn are entered by demons. Soon they number an army that sweeps across the plains, red-jawed and golden-crowned, to devour whole nations.

KNOW THEM BY THEIR
ADJECTIVE NOUN
1 Flaming Manes
2 Metallic         Claws
3 Blood-soaked Jaws
4 Venomed Hides
5 Many-horned Coats
6 Serrated         Eyes
7 Shadowy Hands
8 Scaled Tails
9 Gaunt
10 Painted
11 Spined
12 Crystalline

WITHIN THE PRIDE YOU WILL FIND
1 Despicable, degenerate human cultists
2 Starved berserkers, maddened with hunger
3 Bloated womb-mothers, with a dozen birth-sacs
4 Insane ghosts, swept along by death
5 Shambling undead, resurrected by hatred
6 A great hell-palanquin, bearing the stacked skulls of the dead
7 A powerful lion-sorceror, possessed by a demon of magicks
8 A rolling shrine of LAARTU-NA-YEK, Sin-Queen of Pride and Conquest

FOR VIOLENCE THEY CARRY
1 Tools of iron, looted from burned farms
2 Weapons of bronze, dug from ancient graves
3 Fresh steel, still smelling of the hell-forges
4 Jagged bone and stone, bound with human sinew
5 The looted gear of a slaughtered army
6 Gnashing teeth and rending claws


SO LONG AND THANKS FOR YOUR SOUL
The land lubber, new to sea, fears the shark. The old salt knows better. Fear of sharks is like fear of storms, or time, or hidden reefs - they are inexorable, unfeeling, impersonal. There is no cruelty in them, just a perfection of form and purpose that will outlive us all. The old salt, the experienced deck hand knows instead to fear, and to loathe, the dolphin. They torture and they kill and they frolic in blood-flecked waters. They are like us and like us the hounds of hell are drawn to their wickedness, may enter them. Coastal villages vanish in the night to the sound of songs in the water.

THESE HORRID FISH-MEN, THEY LOOK LIKE
1 Grey-fleshed humans with needle-snouts, they speak in damnable clicking
2 They crawl about on dozens of shorts arms, clawed hands gripping and tearing
3 Dolphins with over-muscled arms and legs sprouting from the wrong places, and human teeth in their long jaws
4 Ordinary folk, with vestigial flippers and fins hidden beneath their stinking rags, their eyes are dead and unthinking
5 Motley hybrids, human limbs and faces and wails emerging from slick dolphin bodies
6 Gaunt, skeletal, famine-thin, coral-growths for limbs and weapons

THIS POD SPAWNS FROM
1 A sunken prison-hulk, angry spirits have bound themselves to porpoise and come back for revenge
2 A hell-gate beneath the waves. Demons reach through, steal willing hosts for themselves
3 A warlock, burned. His foul children run amok.
4 A sea-nymph's tomb has been looted, her spirit calls for her bones.
5 Flaccid cultists of YAAN-MEK-THOON, Hell Duke of Torture and Cruelty, spill murdered flesh into the sea
6 A lich sank her reliquary beneath the waves to hide. The evi is leaching out.

AFTER THEY MASSACRE THEY
1 Arrange the corpses in perfect symmetry
2 Frolic in blood-soaked surf
3 Burn everything, leave no trace
4 Kill one of their own to sit enthroned before the gore
5 Build rafts of the bones, to float to distant shores
6 Remain, feasting on flesh and ambushing passers-by

IF THEY ARE NOT STOPPED THEY WILL
1 Spread their corruption to whales
2 Tear open a hell-rift
3 Evolve through rapid generations until they are almost human
4 Grow to an army
5 Wake Leviathan
6 Poison the seas, drive away the fish, corrupt the shores

Saturday, July 4, 2020

Baron Generator

Hey guess what I wrote some more randoms tables. I really like making random tables, okay???

I also made a perchance generator to (mostly) automate this one.

Okay so I'm populating a kingdom, and that means metric shit-load of horrible Barons that need detailing, so I build a generator for them.

BARON GENERATOR

Relationship with peers
Roll for all neighbours
3-in-6 for all non-neighbouring
d6 + d3
1 Allies (marriage, related, faction)
2 Rivals (childhood, family, ambition)
3 Enemies (feud, personal, political)
4 Friends (childhood, interests, political)
5 Related, roll again with d4
6 Roll twice with d4, first is apparent, second is one-way real

Relationship to Liege
1 Extremely loyal
2 Obedient
3 Selfish
4 Disloyal/Fractious
5 Treacherous
6 Roll twice, first is apparent, second is real

Factions
Each baron has a 3-in-6 chance of being in a faction
1 Autonomy
2 Successor
3 War
4 Religious
If there is already one of these factions in play, 1-in-6 to start new faction

Reputation
1 Warrior
2 Lordling
3 Hunter
4 God-Botherer
5 Eccentric
6 Tax Collector
7 Layabout
8 Builder
9 Weakling
10 Debaucher

Religion
What religion are they:
1-2 Heliopapist
3-4 Pagan
5 The White Prince (roll again, high for known, low for whispered)
6 Other

How devout are they:
1-2 Devout
3-4 Practicing
5 Impious
6 Appears Practicing, but roll another religion and d4 on this

Age
(d6 * 10) + d10. 
Revist this after rolling for family. It's entirely possible to roll a 13 year old with four kids from three marriages. >_<

Family
d6-3 acknowledged bastards
3-in-6 of one remaining parent
d6-2 unlanded aunts/uncles, each with d3-1 kids

Marriage and Children
1 Unmarried
2-4 Married, d6-2 children, 2-in-6 of widow(er)
d6-3 previous marriages, +d4-2 children from each
5-6 Poly. d3+1 spouses, d3-1 children from each

If rolling for an arch(bishop/priest/cleric/druid) only roll for bastards. Instead do another roll on Relationship to Liege and Faction to determine relationship to parent church.

Note that these tables dgaf about gender. I assume adoption is a thing, as is magic.

Other Details
1 Old Dynasty
2 New Dynasty
3 Regency
4 Hard times
5 Sudden wealth
6 Internal conflict
7 Bad rumours
8 Hiring adventurers
9 Seeking <thing>
10 Ill
11 Absent
12 Family member missing
13 Succession issues
14 War/conflict
15 Religious crisis/conversion
16-20 Roll on What Troubles This Place, Old Man?

What Troubles This Place, Old Man?
These are ongoing events that affect the barony and are visible to players, but do not require them to engage with.  If you want to spread these out across many baronies, check them off as you use them. Then for each new barony roll and only use the result if it’s not yet been used. Or make up new ones as you go.

Roll d66
11 - Raids. Violent raiders are crossing into the realm’s territory and causing damage and stealing property. The raids may be cattle raids more focused on acquisition and notoriety than violence. Or they may be more sinister. The culprits might be from a neighbouring realm, a rival cultural or family group, or the work of monsters.
12 - Power struggles between powerful groups spill out onto the streets. These might be between legitimate power groups, criminal organizations, feuding families, rival military factions, or even sport supporters.
13 - Crime is rampant and the authorities are nearly helpless to stop it. Corruption, ineffectual leadership, unprecedented violence, or simple indifference may have led to this.
14 - Alien abductions and livestock mutilation terrorize the countryside. People are going missing and coming back strange, cattle are found turned inside-out, and there are strange lights in the sky at night.
15 - Plague of animals. Huge numbers of some small creature that normally avoids urban areas, like bats or snakes or foxes or owls or horses, are mobbing the towns and cities and nobody knows why.
16 - All the pets are missing and nobody knows why. Perhaps all the dogs ran off into the woods, or the cats were simply gone one morning, or the cows never came back from pasture, or the goats climbed up things until they vanished into the clouds.
21 - Large crystal obelisks float in the sky. They simply appeared there one morning, or drifted in from sea. Some have claimed to have seen a small humanoid figure trapped in the amethyst obelisk…
22 - A change in government is coming and everyone is on edge as fears grow of possible upheaval and violence.  A viciously contested election, a brewing succession crisis.
23 - Power has recently changed hands and things are still unsettled in the aftermath. Perhaps institutions are being restructured, or authority figures are resisting being replaced by the new leadership’s appointees, or there is widespread resentment of the change.
24 - Bizarre changes or supernatural things are happening to local livestock. Pigs flying, cows dancing, goats talking, horses eating only hay and not flesh…
25 - Famine, now or soon. Crops may have failed, or trade dried up suddenly, food stores stolen or gone bad. The people of this realm are headed for lean and hungry and sharp times.
26 - A terrifying supernatural event has begun. A permanent eclipse but only in the borders of this realm, the moon turning red as blood or disappearing entirely, bizarre and impossible weather, rivers turning green, etc.
31 - Imminent War. The realm is on the brink of war. Levies are being raised, warbands trained, material gathered, supplies hoarded. Roll to see if the war is offensive or defensive, and make an Opinion Roll to see how public opinion sees it.
32 - Revolution! Revolution is in the air as the realm heads to the brink. Depending on the ruling government, it might be the common people are rising for liberty and justice, or monarchists are seeking to restore an ancient regime. Daily clashes are likely to happen between the sides, and it may often be difficult to even tell factions apart.
33 - Crackdown. The government, or a part of it, is engaging in a reign of terror. This may be widespread, or localized to a given part of the realm. A fascistic magistrate, a corrupt duke, or a counter-revolutionary governor.
34 - Them! Gigantic ants have begun burrowing up through the surface, carrying off herds of cattle, clearing forests, and devastating farmland as they construct enormous anthills across the countryside.
35 - Strikes. The common workers and labourers have organized against corrupt and exploitative working conditions. Industry and commerce have ground to a halt across the realm. Any outsiders who try to do business will quickly fall afoul of the strikers, and any who show solidarity will become a target for the scabs and strike-breakers working for the wealthy.
36 - Panem et circenses. The rulers of this realm are throwing elaborate, expensive, and long-running entertainments that border on the decadent and obscene. While the people are ecstatic for now, the realm will suffer for the costs in the long run. And there’s the question of what, exactly, the entertainments are a distraction from...
41 - Dragon Be Here. A dragon, or similarly powerful and terrifying beast, has taken up residence in a prominent and important location. It hasn’t done anything more hostile than scare away the original inhabitants of its new lair, but that can’t last… right?
42 - The Latest Craze. A new fashion craze is sweeping the realm, and everyone is obsessed with keeping up. Commerce, industry, learning, all are affected by the masses’ drive to acquire and show off this new fashion. Who originated it, and why has it gained such a grip?
43 - Plague. A virulent and deadly plague has appeared, and it’s only a matter of time before it sweeps across the entire realm.
44 - Butterflies. Vast swarms of butterflies have appeared, blanketed the realm in millions of rustling, brightly coloured wings. Where they came from, and why, and what they want is a mystery…
46 - Lost Princess. A long-lost scion of the royal family, celebrity, or other beloved child has reappeared after being thought lost forever. Lavish festivals of thanksgiving are being planned in the capital and across the realm, whether they can be afforded or not.
51 - Floating Castle. A huge castle has appeared in the sky, a long-forgotten relic or newly-arrived power. It inspires awe, terror, and avarice wherever it floats.
52 - He is Risen. A heretical but nonviolent cult has arisen in the realm, centred on a messanaic figure who promises to make all equal and free. This has provoked a storm of dissension and sectarian conflict.
53 - Beside Whom There is None. The rulers have introduced a new, radically different religion and made it the state cult, banning all others. Polytheism has become monolatry, tolerance has become forbiddance, and the head of state is now the head of religion.
54 - Day Without End. Within the borders of this realm the sun never sets. This is a boon to crops and gardens, but light-induced insomnia is taking its toll on the mental health of the entire realm.
55 - Miscarriage of Justice. The realm is gripped by riots, demonstrations, and class conflict after the justice system has been shown to favour the privileged over the common folk.
56 - The Bastille. The people have risen up and torn down an edifice or institution associated with oppression. The whole realm waits to see if the revolution will continue, or crackdowns and reprisals will come, or change can be affected peacefully.
61 - Bees and the Born King. A commoner child is being followed about by huge swarms of bees. They buzz about the child, bring them flowers, and ward off danger. This news is a sensation in the realm, with many saying the child is the reincarnation of an ancient hero-king come to set the realm right.
62 - Conquering Hero. After a glorious campaign a general is being feted across the realm. Many are on edge, believing the general will soon make a play for power. Lines of allegiance are being drawn and conflict is already sparking.
63 - Mutinous Riot. The realm’s soldiery, disgrunted at bad pay, poor conditions, incompetent officers, or an unpopular war, have mutinied. They have left the realm defenceless to drink and loot and terrorize and the government is scrambling to get them under control.
64 - It Came From Space. A glowing green rock the size of a wagon fell from space and landed in the capital’s market square. Rumours abound that the most skilled mages and engineers have failed to find a way to remove the thing, that it emits strange spores that warps the bodies of all who breathe them, or that it sings to the stars at night.
65 - One Day More. A small group of intellectuals and poor folk have seized a portion of the capital and declared a revolution. It remains to be seen whether others will rise with them, or if the government’s crackdown will topple their barricades...
66 - In the Dark Bowers. Terrible portents grip the realm. Goat-men have been seen prowling the forests, children are born with stigmata of hell, and all the oracles cry out that the book has been read from.

What are the locals doing about it?
What they’re doing about the above troubles.

Roll 1d10
1 - Blaming: Roll d10 1 - Those in power (correctly). 2 - Each other. 3 - The lower class (incorrectly). 4 - Outsiders. 5 - Historical enemies. 6 - Necromancers. 7 - Adventurers. 8 - Snake people. 9 - Divine meddling. 10 - Fiendish meddling.
2 - Preparing for War. Roll on the Blaming subchart above to see who against.
3 - Denying or suppressing knowledge. Will respond with hostility to outsiders bringing it up.
4 - Denial. Will act increasingly confused and upset if questioned or confronted with evidence, culminating in panic and catatonia.
5 - Hiring adventurers/mercenaries to confront the trouble directly.
6 - Protests/demonstrations to provoke government action.
7 - Preparing for the worst by hoarding and stockpiling.
8 - Moving or Fleeing.
9 - Mass religious hysteria. Lots of over the top rites, practices, ceremonies, sacrifices, praying, etc.
10 - Creepily happy about it. Like, fits of ecstasy and devotion, loss of self-preservation.

Tuesday, June 30, 2020

Who Wants a Faction Generator

You know what's great?  Faction gameplay.
You know what's less great? Having to come up with factions. At least for me. So I wrote some tables to help with that because apparently I have the kind of brain that finds it easier to create a complicated process for describing a thing instead of just... describing the thing.

So for as far as these rules are concerned, a faction is a group of people with a common goal to alter the realm/world/reality to their liking.

If a table has two sets of numbers, one is flat probability, the other is weighted based on my idea of what the weights should be.

WHO ARE THESE PEOPLE
Seriously, who makes up this faction, and what are they generally all about?  Roll once on each table to generate a answer. This table was inspired by a tweet I saw many moons ago but have completely lost the link to. So if you recognize the idea and know where it came from lmk so I can attribute.

EmotionActivity 
1 - Angry

2 - Loving

3 - Envious

4 - Jealous

5 - Calm

6 - Happy

7 - Determined

8 - Disgusted

9 - Indifferent

10 - Fearful

11 - Curious

12 - Cautious

13 - Possessed

14 - Vengeful

15 - Ambitious

16 - Greedy

17 - Haunted

18 - Heretic

19 - Insurgent

20 - Nihilist

1 - Farmers

2 - Artists

3 - Astronomers

4 - Cultists

5 - Warriors

6 - Seafarers

7 - Builders

8 - Storytellers

9 - Healers

10 - Midwives

11 - Philosophers

12 - Mages

13 - Oracles

14 - Bankers

15 - Artisans

16 - Miners

17 - Revolutionaries

18 - Hunters

19 - Tanners

20 - Nobles


WHAT DO THEY WANT
Uh, yeah, what's their end goal?  What did they form this faction to achieve?

1 - Supremacy
2 - Money
3 - Political Power
4 - Regime Change
5 - Law Change
6 - Destruction of Enemies
7 - Social Change
8 - Chaos
9 - Tyranny
10 - Autonomy
11 - A Summoning
12 - Magical Power
13 - An Artefact
14 - Revanchism
15 - War
16 - Assassination
17 - Religious Change
18 - Resurrection
19 - Roll twice. First is their public goal, second is their actual goal.
20 - Roll twice & combine

HOW DO THEY GET WHAT THEY WANT
These charts are about what they focus on when pursuing their goals, and how they go about getting them.

Ends vs Means (d2):
1 - Ends. is the prioritization of goals over methods. This kind of organization will compromise their ethics and morality to accomplish their ends and afterwards justify it at will. 
2 - Means. The inverse - a preference to adhere to ethics and morality even when it compromises the achievement of goals.

Alignment (d3): 
1 - Benevolent. This organization is concerned with ensuring the maximum number of people benefit from its goals, even those outside the organization’s specific beneficiary. Note that what the faction considers a "benefit" may not be considered so by those outside the faction.
2 - Malevolent. The organization is interested only in the benefit of a select group, even (or especially) if it means others outside that group are harmed. If desired, roll a die. On low, the group is simply uncaring if others are harmed. If high, then the harm is part of the their goal.
3 - Passive. The organization will try to limit the harm it does to others when possible, but won’t make great efforts to ensure others benefit.

The Law (d4): 
1 - Legalist. This organization will make great efforts to always follow the letter of the law (though not always the spirit) and work within the system. 
2 - Law-Abiding. This organization will obey the law as much as possible, but will bend or covertly break the law if it must. 
3 - Law-Breaking. This organization operates outside the law as a matter of course, but will make a show of following and use the law when convenient. 
4 - Anarchist.This organization is fundamentally opposed to the law and acts against it and to break it.

HOW ESTABLISHED ARE THEY
A faction might be a small cabal of idealists, or a public institution with a widespread power base.

Decide if they are a public or secret faction. If you can't decide, there's a 4-in-6 chance they're secret.

Public factions roll a d6 on this, secret factions roll a d3.

1 - Obscure. Few have heard of this group or their goals. This may be because they are little more than a few like-minded people meeting for drinks, or because they make great efforts to keep themselves secret.

2 - Fringe. The common citizen may have heard of this group, but they are regarded by most as little more than an oddity or fringe group with limited goals or distasteful methods.

3 - Minor. This group is known by most, but draws its support from only a limited percentage of the population, possibly concentrated in a specific cultural, class, or professional stratum.

4 - Notable. This faction has significant public support and likely plays a role in realm-wide events. They may draw their support from almost the entirety of a single group, or from a broad but thin base of disparate supporters.

5 - Significant. This faction has supporters across the entire realm in almost all quarters of society, approaching the level of support for the realm’s government.

6 - Overwhelming. This group is more popular than the government and enjoys near-universal support.

Now decide if they're a Legal faction, an Informal faction, or an Illegal faction.
1-2 - Legal. This faction is a public institution or organization, such as a church, trade union, political party, etc. Regardless of their goals or methods, they are regarded as a legitimate part of society.
3-4 - Informal. This organization has no official structure and is not recognized as an organization. Secret society, student collective, social club, alliance of nobles, a group of shadowy figures in wing-backed chairs.
5-6 - Illegal. This faction is outlawed and forbidden by law. This may or may not have any actual impact on their operations, but they are not regarded as a legitimate part of society. Revolutionary committee, proscripted religion, anarchist commune, criminal syndicate.

HOW POWERFUL ARE THEY
This measures their available resources and their ability to materially advance their goals.

d6 / d4
1 / 1 - Flaccid. This faction is more talk than action, and is lacking the will or the resources to pursue their stated goals. Or both. This faction has 1 Strength and 3 Weaknesses
2-3 / 2 - Recovering. This faction has recently suffered a loss or other setback that has hampered their capabilities. They are 1 - resolute, 2 - embittered, 3 - vengeful, 4 - turning on each other. This faction has 1 Strength and 2 Weaknesses
4-5 / 3 - Growing. This faction is on the rise, gaining recruits, influence, and power. This faction has 2 Strengths and 2 Weaknesses
6 / 4 - Empowered. This faction is well-supplied and well-funded, with the personnel and material they need to actively pursue their goals. This faction has 3 Strengths and 1 Weakness.

STRENGTHS AND WEAKNESSES
Roll for the number of Strengths and Weaknesses based on the result on the table above. You can reroll duplicates, or find a justification for why something is both a strength and a weakness.

1 - Wealth
2 - Numbers
3 - Popular Support
4 - Secure Locations
5 - Allies
6 - True Believers
7 - Organization
8 - Security
9 - Military Strength
10 - Magical Strength
11 - Religious Support
12 - Broad support base
13 - Magical artefact(s)
14 - Divine or Supernatural Patron
15 - Influential Supporters
16 - Foreign Aid
17 - Recruiting
18 - Feared
19 - Loved
20 - Prophecy

HOW ARE THEY ORGANIZED
First, how is the faction organized? 

d10 / d6
1-2 / 1 - Cells. This faction operates out of independent cells, each with its own leadership and agenda, with minimal contact between each other and the central leadership.
3-4 / 2 - Hierarchical. This faction has a well-defined and largely rigid rank structure from top to bottom.
5-6 / 3 - Collective. This faction operates on consensus and communal decision-making, possibly using some form of committee or quorum.
7 / 4 - Cult. Members are judged based on how devoted their are to the cause and core beliefs, and will rise or fall in influence accordingly.
8 / 5 - Gang. Power and leadership is derived from violence and personal power. Murder and betrayal are common ways of rising in the organization.
9-10 / 6 - Acolytes. There is a single, supreme leader in the faction (who may or may not be otherworldly) who gives all orders and direction.

HOW DO THEY SEE THEMSELVES
How do they mythologize themselves? This probably impacts how they justify to themselves why they do what they do.

1 - Holy warriors.
2 - Necessary monsters
3 - Heirs to power
4 - Wronged, seeking justice
5 - Disenfranchised or oppressed, seeking equality.
6 - Restorers of the old order.
7 - Saviours.
8 - Business leaders.
9 - Smarter than everyone else.
10 - Revolutionaries.

There's no requirement that this is accurate, in fact it probably isn't. You can figure that out by comparing their alignment to their self-image. Malevolent doesn't exactly jive with "saviours". If you're unsure or want a prompt, roll on this.
1 - A lie, totally believed.
2 - A lie, used as a cover.
3 - Dubiously true, but firmly believed
4 - An earnest aspiration

HOW UNITED ARE THEY
Now how well are they organized? Are they factious and argumentative, or do they act in lockstep?

d12 / d6
1 / 1 - Chaos. There is little to no internal cohesion, and conflicts over resources, leadership, and direction are common. Branches of the faction may work in isolation or even at cross purposes.
2 / 2 - Schism. They have divided into two or more factions competing for control. The conflict might be ideological, political, or full civil-war. The sub-factions may regard themselves as entirely independent organizations.
3-5 / 3 - Loose. This faction is united more by ideals than structure. Ranks are not strictly enforced, different groups within the faction may not always work together smoothly, there may be internal disagreement over goals and philosophy, but they are still a single organization with a common goal.
6-8 / 4 - Cohesive.  The factions organization is not rigidly structured, but all the members have a clear vision of their goals and aims. 
9-11 / 5 - Ordered. This faction is tightly bound together. Members are obedient to the leadership, the goals and aims are widely understood.
12 / 6 - Tyranny. The faction's leadership is not questioned, and individual members work without autonomy or complete information. Obedience is complete, but members have little autonomy.

HOW DO THEY IDENTIFY EACH OTHER
Members of a faction need a way to identify each other. The larger the organization, the greater the need for this is. If the faction is a secret one, you can reroll inappropriate results or modify them to suit.

1 - Uniform
2 - Badge
3 - Accessory
4 - Tattoo
5 - Hand sign
6 - Call and response
7 - Graffiti
8 - Declaration

HOW DO THEY REGARD ADVENTURERS
To a faction with a political goal, adventurers, being armed and outside normal society, could be a serious threat. Or allies. Or useful tools. Roll on this chart to find out, if the faction's other details don't suggest an answer.

d8 / d6
1 / 1 - A Threat. Adventurers are regarded as a serious threat to the faction's goals and will be observed at all times, hampered when possible, and eliminated as soon as needed.
2-3 / 2 - A Petty Annoyance. Adventurers are largely disregarded as little more than a nuisance - to be ignored, unless they prove annoying enough to squash.
4-5 / 3 - Useful Tools. Adventurers are not to be trusted, or thought well of, or regarded as a beneficiary of the faction's goals. But they can be an effective, and thoroughly expendable, tool.
6 / 4 - Allies. Although not regarded as deserving of membership, the faction sees adventurers as allies who might be sympathetic to the cause.
 7 / 5 - Fellow Travellers. This faction regards adventurers as being innately part of the same cause, perhaps affected by the same injustices, or opposing the same enemy. The faction will often treat adventurers as though they were already members - at least as long as they prove trustworthy.
8 / 6 - Prey. This faction regards adventurers as meat, as sacrifices, as unwilling converts, or just easily manipulated patsies.


Okay, I think that's enough for this post.  Next one will be some tables 'n stuff for generating faction members and how they interact with each other & (more importantly) the players.

Monday, June 1, 2020

Even More Expanded Pantheon Generator

The Manse made a pretty great pantheon generator.

Throne of Salt extended it.

Now I'm fucking it up building onto it further. I'll detail my changes as I go, but the short for is that I tried to (very roughly) mimic the way pantheons evolve and more specialized gods get added on later, as well as adding some extra tables, tweaking ones from the earlier two posts, and generally adding my own weird spin on things. Several of the tables come straight from Throne of Salt with few/no modifications so please do go visit that post and see where it comes from. Also you should know that while previous iterations gave you the option not to have divine, uh, "Hapsburg marriages", I have taken that away because it's not a real pantheon if it's not at least a little creepy.

To summarize what we're doing here, we're making a big messy pantheon that comes in Four Generations, starting with the early, elemental gods and moving down through four generations to gods who take care of things like "stuff that's stuck in drawers". Gods have portfolios (the things they're the gods of), and the idea of Moiety. Hot is active, energetic, passionate. Cold is passive, orderly, introspective. Moiety has no effect on appearance, it's mostly used for determining pairings when it's time to get down to making more gods. Moiety also has a strength. Strong moiety means the god is more likely to be one of significance and worshiped more widely, and Weak the opposite.


GODLY ORIGINS (d6)
This is determining from whence came the First Generation, the elder gods who birthed the rest.
  1. Born of a primordial being, killed it and usurped. There is either castration or beheading involved.
  2. Chewed their way out of the corpse of a primordial being.
  3. Spawned from primordial chaos.
  4. Have always existed.
  5. Unknown.
  6. Travellers from another dimension.

THE FIRST GENERATION (d6)
Roll here to find the gods at the root of this pantheon.
  1. Monad. A single divine that parthenogenesis'd itself a bunch of divine kids.
  2. Diad. Two diametrically opposing deities. 1 Hot, 1 Cold. 1-3 says they had kids together, 4-6 says they each spawned kids on their own.
  3. Triad. Three deities in trinity or a tripartite being. 1 Hot, 1 Cold, 1 Both or 3 Both.
  4. Quartet. Two pairs each of 1 Hot + 1 Cold
  5. Quintet. Either two pairs each of 1 Hot + 1 Cold, plus an extra 1 Both, or 5 Both..
  6. Sextet. Three pairs, each of 1 Hot + 1 Cold.
Okay, now that you've got a list of gods, distribute the First Generation Portfolios among them. Any that are left over you can either stack on existing gods, or save for later (see Leftover Portfolios below). Then roll for their Presentation and Moiety. There are extra tables for Appearance and Name down at the bottom.

FIRST GENERATION PORTFOLIOS
Earth, Sky, The Divine Twins*, Nature, Dawn

*Might be two different gods from the list, or two gods who "count as" a single one. 


PRESENTATION (d10)
  1. Male
  2. Male
  3. Female
  4. Female
  5. Nonbinary
  6. Agender
  7. Nonhumanoid
  8. Both - this may be split entity who has alternate depictions (possibly being a mini-diad), or a god who has transitioned at some point in their life.
  9. Twins. Roll d8 (rerolling 8's) on this table for the pair's presentation, or once for each twin.
  10. Triple Entity. Three gods in one. Roll d8 (rerolling 8's) on this table to find Presentation of the Triad.

MOIETY (d6)
  1. Hot/Strong
  2. Hot/Weak
  3. Cold/Strong
  4. Cold/Weak
  5. Both/Strong
  6. Both/Weak

Okay, so now you've got your first batch of gods. You can use the tables at the bottom to flesh them out now, or save that for later. Right now, it's time to make 'em fuck. Pair up all of your First Generation gods - Hot with Cold, Both with either or Both. Then for each pairing, roll 1d6+2 to find out how many offspring they have. Finally, roll on the Relationship table to determine the nature of each relationship and how it modifies the total number of offspring for that pairing (and if any extra pairings are generated).

Note that presented gender has absolutely no bearing on pairing compatibility. They're gods so gender is a highly fluid concept anyways, and pretty irrelevant when the birth story for a lot of gods is shit like "My dad had a headache and chopped his skull open and there I was in full armour," or, "My mom had a bath in the ocean and the sea foam turned into me."


RELATIONSHIPS (d12)
  1. One-Time Fling: -1 offspring
  2. Divorced.
  3. Passionate Lovers. +1 offspring
  4. Bitter Rivals: -1 offspring
  5. Unfaithful: -1 offspring. Then pick one of the pair, choose 2d3 more partners for them, and split another 1d6+2 offspring between them.
  6. Polycule: +1d3 gods join, +2 offspring. Split offspring between compatible pairs.
  7. Married (happily).
  8. Married (unhappily). -1 offspring. Each party also has 1d3-1 offspring with another god.
  9. Married (political union). No offspring. Both get a new pairing with compatible gods, normal offspring rolls for those.
  10. Mentor & Apprentice with a secret romance.
  11. All by Design. A single designer offspring.
  12. Asexual or Platonic. No offspring.
If you have any gods not in a pairing, roll a d6 for each. 
1-3 they produce 1 offspring by divine mitosis. 
4-6 they pair with a god of the same Moiety and produce a Legendary Monster

Legendary Monsters should be set aside for now - these rules don't cover detailing them, but you probably already have a stack of bestiaries with ideas for them. The one thing to keep in mind that older gods produce more powerful monsters - so a Legendary Monster produced by two Fourth Generation gods is likely to be much less legendary than one produced by First Generation gods.


THE SECOND GENERATION
So now you've got a big old list of divine kids. Let's detail them.

First, give them each a Presentation and Moiety. Then distribute the Second Generation Portfolios.

Second Generation Portfolios
Sun, Moon, Weather, Fire, Fresh Waters, the Sea, Wind, The Guardian, Horses, The Trickster, Hunting, Harvest, Fertility, Prophecy, the Underworld, Seasons, the Night Sky, Winter, Spring

If you have any gods without portfolios, you could apply any leftovers from the First Generation (if you have any), steal a few from the Third Generation, or duplicate First and Second Generation portfolios as you see fit.

Now that you've got your list of the Second Generation, let's make them fuck, too. Pair off the gods the same way as the First Generation. Then roll 1d4 offspring for each pairing followed by the Relationships chart. 

For any leftover gods, roll a d6. 
1-3: 50% chance of a single offspring via divine mitosis. 
4-5: Pair with a First Generation god. 
6: Pair with another Second Generation god of the same Moiety to produce a Legendary Monster.

Now you should have another list of newly hatched gods, who are:


THE THIRD GENERATION
At this point the power curve is definitely dropping, and the portfolios are becoming much more specialized and culture-relevant.

As before, give each god a Presentation, a Moiety, and a Third Generation Portfolio.

THIRD GENERATION PORTFOLIOS
Fate, Welfare & Community, Smiths, Roads, Laws, Healing & Disease, War, Weapons, Brewing

Also as before, if you don't have enough portfolios, double some up, use leftovers from previous generations, or steal from the Minor Portfolios.

Okay, so we've got our list of Third Generation gods. Time for them to, well, you know. Pair them up, same process as before, with 1d3-1 offspring per pairing. Use the same roll from the Second Generation for any leftover gods here, then proceed on for our final set of gods.


THE FOURTH GENERATION
Now we're scraping the bottom of the barrel, godly-being-wise. These gods aren't able to reproduce and create a new generation on their own. That would require killing and usurping (and probably eating) a few older gods.

Presentation and Moiety as before, then roll on this list of 100 Minor Portfolios to see what is is this godling says they do here.

MINOR PORTFOLIOS (d100)

  1. Travel
  2. Messages
  3. Youth
  4. Discovery
  5. Fools
  6. Destruction
  7. Fish & Whales
  8. The Adversary
  9. Romance
  10. Harvest
  1. Gender
  2. Knowledge
  3. Sharks
  4. Invention
  5. Left-Hand Magic
  6. Right-Hand Magic
  7. Diplomacy
  8. Agriculture
  9. Rulership
  10. Forest Animals 
  1. Thresholds
  2. Inspiration
  3. Science
  4. Necromancy
  5. Biology
  6. Cats
  7. Parenthood
  8. Reptiles
  9. Cities
  10. Adoption 
  1. Autumn
  2. Poetry
  3. Memory
  4. Childbirth
  5. Marriage
  6. Beauty
  7. Metal
  8. Commerce
  9. Change
  10. Natural Disaster 
 5678
  1. Authority
  2. Strategy
  3. Transportation
  4. Dreams
  5. Sailors
  6. Protection
  7. Soldiers
  8. Athletes
  9. Commoners
  10. Miners 
  1. Justice
  2. Revenge
  3. Glory
  4. Victory
  5. Silence
  6. Reflections
  7. Summer
  8. Isolation
  9. Grief
  10. Funerals
  1. Charity
  2. Lust
  3. Writing
  4. Chance & Luck
  5. Debt
  6. Injustice
  7. Poverty
  8. Peace
  9. Rationality
  10. Enslavement 
  1. Murder
  2. Fear
  3. Theft
  4. Repentance
  5. Craft
  6. Architecture
  7. Astronomy
  8. Time
  9. Chaos
  10. Pestilence 
 9 10  
  1. Abundance
  2. The Hearth
  3. Sex
  4. Music
  5. Art
  6. Flowers
  7. Balance
  8. Sloth
  9. Guards
  10. Hospitality
  1. Imprisonment
  2. Freedom
  3. Death 
  4. Psychopomp
  5. Birds
  6. Dogs
  7. Domestic Animals
  8. Secrets
  9. Light
  10. Wolves 
  


DEMIGODS
Okay, so there's one last group of gods. Well, demigods.  These are the children of gods and mortals, and their generation is a bit different.

First roll 2d4 to see how many significant demigods there are to start with. You could potentially have dozens of them, but for now let's just make a manageable number.

Choose a parent god randomly (roll d4 for generation). If you want weighting, demigods might be more likely to be born of parents of strong Moiety, or Hot Moiety, or both. I think it's more interesting to leave it open, though.

KNOWN FOR (d6)
  1. Slayer of Monsters (could pick a Legendary Monster if you have any)
  2. Regional or Culture Hero. This demigod has ties to a specific culture or region.
  3. Wise Ruler. This demigod founded a dynasty, nation, city-state, or whatever, and ruled it well.
  4. Conqueror. This demigod led armies to crush their enemies and subjugate their lands.
  5. Villain. This demigod is widely reviled as evil and a villain.
  6. Archmage. This demigod reached the highest levels of magical power, possibly opening new frontiers, naming spells after themself, and/or causing horrible disasters.
FATE (d6)
  1. Still Alive. Possibly immortal.
  2. Slain. They were killed. Roll d4 for cause. 1 - Battle. 2 - Natural Disaster. 3 - Murdered. 4 - Giant Monster.
  3. Ascended. They achieved apotheosis and joined their parent god in the heavens. They likely have a small or regional cult.
  4. Unknown. This demigod vanished, and no-one is sure why or where to. Probably lots of legends, though.
  5. Prophesied Return. This demigod is asleep/departed but is said to return when their people are in their greatest need.
  6. Died of Old Age. This demigod actually lived out their full span (possibly an extra long one).
And that's the pantheon! The following tables are for generating extra details like names, appearance, etc.


LEFTOVER PORTFOLIOS
Okay, so now you've got more gods and godlings than you can shake a stick at. If you have any portfolios left over from the earlier generations, or if they are any from the Minor Portfolios list that you consider to be of universal significance in your setting, now is the time to assign them to existing gods. For extra chaos, for each of these extra portfolios roll a d6: 1-3. Add it to one god. 4-5. Add it to two gods. 6. Add it to three gods.


CULTURAL VARIATIONS
This generator assumes you're creating the "base" version of this pantheon and these gods. Specific cultures in the world will have their own, specific variants of the gods and the structure of the pantheon.

Decide the culture's three most important virtues or "rights" (also known as mores) and list them in order. Find the god with virtue #1 or whatever is closest to it. This is now the new head of the pantheon as far as the culture is concerned. If there's no god with that virtue, pick a god of strong moiety to gain it instead. If there is a god with that virtue but it's a god of weak moiety, there's a 4-in-6 chance the portfolio is reassigned to a god strong moiety instead and the original god is either given a more niche portfolio or subsumed entirely.

Repeat this process for virtues #2 and 3.

Now decide the culture's two most despised vices or "wrongs". Same process for the virtues, but this time you're picking the adversarial gods.

Now you have five culture-specific gods from the pantheon. How does this change the pantheon? Which gods are left out entirely? Older gods, and gods of weak moiety are most susceptible to being let out. Cultures are likely to give new names to their versions of the gods, either by altering the existing name so it sounds like a word in their language, or by giving them an entirely new name. They may also change the representation of that god to match their idealized self-image. Pick a few more gods tied to the central gods, or ones you just want include, and give them each another 2d3 Minor Portfolios.


EXTRA TABLES
RANDOMLY CHOOSE A GOD (d6)
There's a few places in this generator that call for randomly selecting a god. You can roll a d4 for generation, or use this d6 table:
1 - First Generation. 2-3 - Second Generation. 4-5 - Third Generation. 6 - Fourth Generation.


NAMES
So I like the idea that older gods have simpler names and later have more complicated names - to reflect the increasingly complexity of the societies worshipping these gods. I don'think this has any basis in history, I just think it's neat.

So for the First Generation, roll on columns 1 and 2 and combine.
For the Second Generation, roll on columns 3 and 4 and combine.
For the Third Generation, roll on columns 3, 4, 5 and combine.
For the Fourth Generation, roll a first name on columns 4 and 5, and a last name on Columns 1 and 2.
Demigods don't have names from this table, they should be named based on their mortal heritage.

 d20 12
 1 Ka-at Bal -fel -gion 
 2 Ra-el Fel -gol -aion 
 3 Ba-az Mul -mul -mion 
 4 Ta-ut Tul -qul -rion 
 5 La-og Mal -zel -wion 
 6 Be-im Yat -ror -feth 
 7 Re-ov Pet -par -quth 
 8 Ne-uy Gut -tar -moth 
 9 Me-aq Mot -nur -nyth 
 10 Le-oz Mut -mer -zoth 
 11 Gu-lt Mog -gez -zide 
 12 Nu-ft Teg -moz -made 
 13 Lu-ng Lyg -yuz -bode 
 14 Wu-mn Zog -quz -qude 
 15 Pu-pt Gog -wez -yide 
 16 Lo-sh Moz -kak -baak 
 17 Mo-ch Toz -mek -tlak 
 18 Do-th Lez -yek -amak 
 19 Fo-zh Quz -nek -poak 
 20 So-gh Aez -zuk -erak 


APPEARANCE
This is the god's base appearance, or at least how they're usually represented. Note that the species here are based on my Knave game, and should be adjusted to fit your game.

For proper gods, roll d20+generation. For demigods, roll d10+10
1-3. Abstract.
4-5. Elemental.
6-8. Divine.
9-10. Animal. Or anthropomorphic. Or hybrid.
11-12. Human.
13-14. Dwarf.
15-16. Gnome.
17-18. Goblin.
19-20. Orc.
21-22. Roll again but monstrous.
23+. Roll again but extra beautiful.


EXTRA DETAIL (d20)
These are extra details or adjectives the god is typically depicted with. Each god has d2+1 of them.
  1. Large
  2. Small
  3. Strong
  4. Weak
  5. Hairy
  6. Rough
  7. Clean
  8. Pale
  9. Dark
  10. Fierce
  11. Kind
  12. Animal companion
  13. Obscured/hooded
  14. Wearing <colour>
  15. Wearing <article of clothing>
  16. Armoured
  17. Naked
  18. Giving
  19. Wielding <weapon>
  20. Enthroned