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Please consider these claims and make your own decision on their validity, and the implications thereof, before either supporting or shunning Zak.]
Today we get to the stuff I'm most excited about: the Chaos Cult and Intrigue generators! These are the parts that are most original and least a reworking of other people's stuff. Obviously I think the reworking has value too, or I wouldn't be doing it, but coming up with these got me fired up in a way working on district write-ups or adapting the Powers that Be did not.
So, a few words on each of the generators. First of all, I can't help the feeling that they're overly simplistic, but I think in practice the complexity will come from interactions. That being said, even more so than the other things, these are a draft, and I'd appreciate any suggestions for changes or additions.
The intrigue generator essentially works as a mad libs. If you don't already have a person or group in mind, you can randomly generate the players involved, or you can just roll the other columns and plug in the groups you want to find a relationship for. The wants and beliefs are left fairly vague so they can fit a variety of different people and situations. If an intrigue seems weak, either a) pick one you like better, b) roll again until something gets your motor going, or c) layer on other sources of complexity like generating specific NPCs, tying in the Powers that Be, pulling in a Chaos cult, or what have you.
The Chaos cult generator's format is inspired by Logan Knight's excellent NPC Birthing Sacs. I've added the feature that you can roll 1d4 and get a "standard" cult by reading straight across, and each cult is assumed to have an enmity/rivalry with the next one down. Which Chaos God is generated does a lot of the heavy lifting for the flavor of the cult, as the rest of the columns were made to generically fit any one of the Chaos gods. I figure I'll never be as evocative as the Realms of Chaos books, so I won't try. I feel like the "quirks" could be more interesting, but it was hard to come up with ideas that worked equally well for followers of every ruinous power. After the break is the actual rules.
Intrigue Generator
Procedure
- To find relationship between two people or groups, simply roll on column 2
- To create a new basic intrigue, roll on columns 1, 2, and 3
- To create an intermediate intrigue, add column 4
- To create a complex intrigue, add column 5
- For maximum complexity, add column 6
- Repeat the process with already established groups or people in one or more columns in order to create a web of conflicting and interconnecting plots
- If the same group or person comes up in multiple columns, attempt to interpret it in a way that makes sense, such as a smaller factions within a larger group, or complex internal psychology of an individual, but if it flat out does not work, re-roll
- If using column 6, try to interpret the other columns in light of the district rumor to create a coherent whole
- Finally, the headings can be used as an ad lib to be filled in any way you like: "(Person/Group) wants (a thing) from (Person/Group) because of a lack of (a thing) that they blame on (Person/Group) because they are secretly behind (a random rumor) in (a random district)."
Basic | Intermediate | Complex | Extra Complex | |||
Roll | (Person/Group) | Wants (thing) | From (Person/Group) | Because of a lack of (thing) | That they blame on (person/group) | Because they are secretly behind (a random rumor) in (random district) |
1 | A random Power | Sex | A random NPC | Safety | A random Chaos Cult | Roll district, roll rumor |
2 | A random NPC | Money | A random Power | Marriage | The Graf | Roll district, roll rumor |
3 | A random Chaos Cult | Connections | The Law Lords | Protection | The Merchant Guild | Roll district, roll rumor |
4 | The Graf | Power | The Midden Marshalls | Intimidation | The Law Lords | Roll district, roll rumor |
5 | The Merchant Guild | Marriage | The Law Lords | Submission | The Midden Marshalls | Roll district, roll rumor |
6 | The Law Lords | Safety | The Merchant Guild | Sex | The Cult of Ulrich | Roll district, roll rumor |
7 | The Midden Marshalls | Intimidation | The Cult of Ulrich | Connections | The Cult of Sigmar | Roll district, roll rumor |
8 | The Cult of Ulrich | Submission | The Cult of Sigmar | Power | Komission for Commerce, Trade, and Taxation | Roll district, roll rumor |
9 | The Cult of Sigmar | Protection | Komission for Commerce, Trade, and Taxation | Money | The Worshipful Guild of Legalists | Roll district, roll rumor |
10 | Komission for Commerce, Trade, and Taxation | Violence | The Worshipful Guild of Legalists | Cooperation | The Komission for Elven, Dwarven, and Halfling Interests | Roll district, roll rumor |
11 | The Worshipful Guild of Legalists | Cooperation | The Komission for Elven, Dwarven, and Halfling Interests | Violence | The Komission for Health, Education, and Welfare | Roll district, roll rumor |
12 | The Komission for Elven, Dwarven, and Halfling Interests | An object | The Komission for Health, Education, and Welfare | Political Support | The Komission for Public Works | Roll district, roll rumor |
13 | The Komission for Health, Education, and Welfare | Political Support | The Komission for Public Works | Discretion | A random Labor Guild | Roll district, roll rumor |
14 | The Komission for Public Works | Discretion | A random Labor Guild | Publicity | A random Craft Guild | Roll district, roll rumor |
15 | A random Labor Guild | Publicity | A random Craft Guild | Indulgence | The Wizard and Alchemists Guild | Roll district, roll rumor |
16 | A random Craft Guild | Indulgence | The Wizard and Alchemists Guild | Favors | The Physicians Guild | Roll district, roll rumor |
17 | The Wizard and Alchemists Guild | Favors | The Physicians Guild | Participation | A random district Burgerlich Komission | Roll district, roll rumor |
18 | The Physicians Guild | Participation | A random district Burgerlich Komission | Influence | A random company | Roll district, roll rumor |
19 | A random district Burgerlich Komission | Influence | A random company | Approval | A random Power | Roll district, roll rumor |
20 | A random company | Approval | A random Chaos Cult | An object | A random NPC | Roll district, roll rumor |
Chaos Cult Generator
Procedure
- Step 1: Roll on the table
- Step 2: Adapt the name as necessary (such as by adding "The Brotherhood of" or "The ____ Order" or the like)
- Step 3: Determine size of the cult by rolling 2d6, with 6's "exploding" (roll again and add on any 6's) to find the number of members
- Step 4: Find at least one Chaos Cult to be an enemy or rival
- For a quick cult, roll 1d4 and read straight across for step 1, and for step 4, use the next cult down in the table (wrapping around for Nurgle)
- For a more involved cult, roll 1 each of d4, d6, d8, d10, d12, and a d20
- Optional: For more involved goals, roll twice each for short and long term goals and use the first roll to determine the verb from and the other roll for the object
- Optional: Plug the newly created cult into columns 1, 3, or 5 of the intrigue generator and create one or more plots for the cult to be involved in that may or may not relate to their short and long term goals
- Optional: Use the NPC generator to create any members of the cult as they are needed
d4 | Chaos God | d6 | Adjective | d8 | Noun | d10 | Short Term Goal | d12 | Long Term Goal | d20 | Quirk |
1 | Tzeentch | 1 | Purple | 1 | Hand | 1 | Kidnap and sell into slavery new arrivals to the city | 1 | Gain control of the local government | 1 | Have a successful legitimate business as a front |
2 | Khorne | 2 | Crimson | 2 | Blade | 2 | Assassinate government leader | 2 | Foment civil war | 2 | Unsubtle, methods of secrecy poorly followed |
3 | Slaneesh | 3 | Jade | 3 | Sceptre | 3 | Lure and sacrifice through trickery children | 3 | Summon a demonic horde | 3 | Members more concerned with depraved rituals than actual power |
4 | Nurgle | 4 | Fecund | 4 | Belly | 4 | Graverobbing the rich | 4 | Shut off the city from the rest of the empire | 4 | Members come from an unexpected social class or professional background |
5 | Weeping | 5 | Sore | 5 | Cause the demonic possession of a military leader | 5 | Gain control of a powerful guild | 5 | Are actually worshipping a minor demon in service of the god they believe they are worshipping | ||
6 | Golden | 6 | Eye | 6 | Pass contentious laws to drive out demi-humans | 6 | Destroy all other chaos cults | 6 | Most of the members are severely mutated | ||
7 | Mask | 7 | Steal an important or valuable item | 7 | Increase the number of mutants in society | 7 | The leader is a powerful magic user | ||||
8 | Crown | 8 | Recruit someone important | 8 | Build an Empire-wide network of cults | 8 | Taking orders from a mysterious patron deep in the undercity | ||||
9 | Sabotage the city's defenses | 9 | Destroy the city | 9 | All members have prominent but easily concealed tattoo | ||||||
10 | Take control of another cult | 10 | Discredit the church of Sigmar | 10 | Leader has a different long-term goal than the cult as a whole | ||||||
11 | Open a portal to the realm of chaos | 11 | Posseses a powerful magical item | ||||||||
12 | Gather massive amounts of wealth | 12 | Operates within an otherwise innocuous secret society | ||||||||
13 | One of their members is an actual prophet | ||||||||||
14 | Somehow subverts the expectations for followers of their god | ||||||||||
15 | Actually more effective at organized crime than their religious goals | ||||||||||
16 | Recruits members by addicting them to certain drugs | ||||||||||
17 | Leader is a convert from another chaos cult | ||||||||||
18 | Members believe themselves to be worshipping some benevolent, non-Chaos god | ||||||||||
19 | Cult is made up entirely of one ethnic/cultural/geographic group | ||||||||||
20 | Has a dangerous beast as a pet/guard |
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