Hurr! Ogryn Bone 'Ead!
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In the style of the WH40K generator tables, I have made one for criminal organizations/radical resources, which can be used by acolytes as allies or enemies. Here are the tables and a few examples: The Criminal Faction Generator D20 Roll Organization Type Description 1 Religious Sect Fanatics and cultists dedicated to religion 2 Crime Gang Drug runners, human traffickers, etc. 3 Merchant Guild Rich tradesmen and entrepreneurs 4 Void Pirates The scum of the spacelanes 5 Death Cultists Psychotic killers and masters of murder 6 Rogue Trader Issued with a warrant of trade 7 Noble House Navigators, Warlords, and many others 8 Logistics Hackers and computicians 9 Tech-Cult A faction of the Adeptus Mechanicus 10 Assassin’s Guild Hired murderers with a flair for class 11 Dark Scholars Hoarders of lore and secrets 12 Vigilantes Seekers of justice outside the law 13 Renegade Guard A traitorous regiment of the Imperial Army 14 Psyker Conclave A cabal of witches, wyrds, and sorcerers 15 Corrupt Government A decadent planetary governor or a bored prince 16 Artisans and Craftsmen Makers of weapons, art, armor, etc. 17 Terrorist Cell Enemies of the Imperium within its borders 18 Scum Clanners Crime families and mafias, thicker than blood 19 Mutants and Twists The reject stock of humanity 20 The Insane Privy to things man was not meant to know D10 Roll Alignment Description 1-5 Themselves The faction has no allies and is exclusively human 6-8 The Xenos The factions allies or employs xenos specimens and tech 9-10 The Ruinous Powers The faction is sworn to the Chaos Gods D10 Roll Alignment (The Xenos) Description 1 Dark Eldar The piratical druchii of Comorragh 2 Stryxis Rodent-like traders and gypsies 3 Slaugth Mggot-men and whisperers 4 Necrons The Ancients 5 Rak’Gol Reavers and destroyers 6 Orks Barbarian xenos thugs 7 Tau An advanced but young culture of xenos 8 Hrud Scavengers and stalkers 9 Tyranids The voracious Hive Fleets 10 Various It matters not what sources D10 Roll Alignment (The Ruinous Powers) 1-6 Chaos Unidivided The untapped power of the warp itself 7 Khorne The Blood God, the Skull Lord 8 Nurgle The Grandfather, the Plague God 9 Slaanesh The Dark Prince of Pleasure 10 Tzeentch The Architect of Fate and the Changer of Ways D10 Roll Strength 1 Loathed The faction reluctantly commits crime 2-7 Utile The faction views its crimes as a means to an end 8-10 Fanatical The factions takes pleasure in the violating the Emperor D20 Roll Tools of the Trade 1 Poisons 2 Anarchy 3 Vehicles 4 Subterfuge 5 Bribery 6 Extortion 7 Warfare 8 Precision Strikes 9 Fronts 10 Mercenaries 11 Advanced Tech 12 Bombings/Arson 13 Terror 14 Creatures/Daemons 15 Psykers 16 Primitive Tech 17 Ritual Slaying 18 Hacking 19 Mutants 20 The Occult D10 Roll Organization Size 1 Entrepaneur One man against the universe is a dangerous thing 2-5 Group The faction is limited to one planet or ship 6-9 Faction The faction is rooted on many ships or linked worlds 10 Corporation The faction is spread across an entire fleet or sector D10 Roll Age 1-2 Novice New players in the game, but no less deadly 3-8 Veteran The faction has a history that makes it formidable 9-10 Ancient The faction is a venerable conspiracy D10 Roll Publicity 1-2 Total Secrecy No information can be collected on their identity 3-8 Rumors Abound Talking to right people can bring up some information 9-10 Under the Eye The Arbites and the Inquisition know well of the faction D10 Roll Calling Cards and Evidence 1 Scarification The bodies were horribly mutilated 2 Vandalism An icon scrawled on a wall 3 Signets A strange rune 4 Signature Weapon Some sort of plasma, perhaps?.... 5 Unusual Materials What is this metal that repairs itself without blessing? 6 Code Phrase Some sort of secret language, Lord Inquisitor 7 Manifestos An essay on the doctrines of the Arroneus Verdus 8 Uniform All the killers were described wearing the same clothes 9 Shock and Awe No-one else uses fluorescent dyes in their grenades 10 None The faction is very clever D10 Roll Identification and Membership 1 Pride in the Colors I see you bear the livery of our corporation... 2 Tattoos Often animal or arcane motifs 3 Signets The symbols of powerful dynasties and houses 4 Hereditary Traits Either gene-factored or familial 5 Totemic Animal The crest or symbol of the organization 6 Code Phrase A secret language known only to them 7 Sign Language A secret language known only to them 8 Electronic Seemingly meaningless binary 9 Mortification A signature wound shared by all 10 Bionics A signature implant shared by all D10 Roll Motivations 1 The Great Game The faction thrives on politics and mental challenge 2 Indulgence The faction exists for its own pleasure 3 Life is Hell The faction seeks shelter from the harshness of the Imperium 4 Survival The faction fears for its existence in the galaxy 5 Improvement The faction wishes to better the Imperium 6 Cult of Personality The faction follows the orders of its leader 7 Boredom The faction seeks to amuse itself 8 The Truth The faction has uncovered a universal philosophy, and commits crime to either spread this belief or punish nonbelievers 9 Domination The faction wants power over its territory and expansion 10 Arcane The faction seeks to know the way of the universe D20 Services Available 1 Military 2 Surveillance 3 Exploration 4 Pleasure 5 Chemistry 6 Information 7 Assassination 8 Commerce 9 Performance 10 Theft 11 Gambling 12 Inquiry 13 Communications 14 Smuggling 15 Transportation 16 Entertainment 17 Utile Goods 18 Livestock 19 Slaves 20 Cover-Ups D10 The Price of Business 1 Arcane Lore Knowledge of dark and forbidden things 2 A Favor They will call again, at a time of their choosing 3 New Specimen Is that the recently deceased corpse of a genestealer? 4 Device My, what a lovely callophean psy-engine! 5 Rare Item Procure this for us in return for our services 6 Ally You will make useful friends in the future.... 7 New Member They will take their tithe in the flesh of your party 8 Advertisement Spread the word throughout the shadows 9 Straight Money Only the thrones 10 A Sacrifice Our masters demand it D10 Roll Territory 1 Hive Complex A mega-metropolis for the masses of humanity 2 Feral Tribe Primitive dwellings are all they can muster 3 Void Zone A sector of space 4 Fortress A military installation or stronghold 5 Penal Colony Criminal recruitment grounds 6 Starship A starship 7 Imperial City Schools and churches miles high 8 Noble Holdings Manors and lands of the aristocracy 9 Frontier Town Unexplored territory, with little infrastructure 10 Space Port A place of exchange between the worlds of the Imperium D10 Roll Terrain Type 1 Jungle The area is lush and forested 2 Desert The area is parched and dry 3 Volcanic The area is in a state of eruption 4 Urban The area has teeming infrastructure 5 Wasteland The area is useless and blasted 6 Toxic The area is contaminated 7 Infested Something has taken root in the area 8 Haunted Shades move in the shadows and gloom 9 Aquatic The area is flooded 10 Ruined The infrastructure is crumbling D10 Roll Territory Rule 1-3 Direct The faction has power over the region 4-7 Moderate The faction is known but keeps itself hidden 8-10 Secret None know of the factions presence Some examples: First Party First Party is an ancient assassin’s guild that has prided itself for millennia on its ability to deliver the guttural thrill of murder to its clients. This release is considered by many as a form of entertainment or recreation – First Party are, essentially, victim dealers, taking the middle men out of murder as much as they can while also making a profit. The only other motivations expressed by the agents of First Party is the simple truth that life is murder - so why not make it fun? First Party often entraps their clients with promises and bribes, often offering to allow their clients to keep their murder weapons, but with one condition – the weapon must be of xenos provenance, provided by First Party, and in return they must receive another weapon of exotic nature. For those who care not who they slay, the weapon may be anything the buyer can provide – for those who want a specific target captured and brought before their knees, in a specific environment or manner, a more specific cost is therefore counted. Buyers capable of providing truly wondrous and unique items, such as a glowing staff of the Ancient Tomb Worlds or an undiscovered form of Tyranid biomorph-blade, the potential options for murder are near limitless. Some hypothesize that First Party is systematically choosing its victims and weapons so as to frame peoples of influence, nut others suspect a darker conspiracy such as the ritual or the occult. Agents of First Party are generally seen wearing crisp white suits, the clean nature of which belies their bloody trade. Rolls: Assassin’s Guild, The Xenos (Various), Utile, Bribery, Faction, Ancient, Rumors, Uniform, Sign Language, the Truth, Entertainment, New Specimen, Desert Imperial City, Direct The Sculptors of Spirits The Sculptors of Spirits are a faction of sculptors inhabiting the pleasure worlds of the Cyrenoth systems, based on a planet known for its furious volcanoes and tropical oceans. Ever decade, when the volcanoes erupt in a shower of molten magma, the artists of the Sculptors wade into the boiling stone clad in heavy environment suits, carrying with them an array of sculpting tools and blocks of the strange, diamond-like stone harvested from the world's quarries. It is said that only the heat of the volcanoes is enough to soften the diamonds so they can be sculpted, and the artists claim that once immersed the lava the gems become as pliable and liquid as wax itself. The diamonds are used not only for sculptures, but are also melted down into paints,c rafted into jewelry, and pressed into ink. Stories tell of a darker provenance, however. Patrons of the Sculptors make nervous jests of their paintings' subjects moving while they turn their backs, or sculptures subtly changing their expressions and postures. It is from this lifelike quality that the artists take their name - for surely the statues and painting cannot truly be moving...right? Works by the Sculptors can be found across the entire sector in the homes of planetary governors, many of whom have invested in private security and counter-surveillance measures due to reports of "feeling watched". Rolls: Artisans and Craftsmen, The Ruinous Powers (Undivided), Loathed, Creatures/Daemons, Corporation, Ancient, Rumors Abound, Signature Weapon, Electronic, Survival, Surveillance, New Specimens, Imperial City, Volcanic, Secret Curator Jareth Lekter Curator Jareth Lekter is something of an antiquity aboard Port Hospite. While others bustle and hustle about their way, purchasing curios and trinkets from the vendors and haggling with captains over transportation fares, Lekter sits alone in his shoppe, mulling away the days polishing his toys. A thin, emaciated man with sunken, hollow eyes and lank black hair, Lekter is never seen outside of his trim ebon suit and the stark, chromium confines of his shoppe. The shoppe is open only to the cleanliest, regardless of wealth or stauts. Many a drunken Rogue Trader or voidsick merchant has been turned away, while prim and well-mannered workers are allowed entry. Lekter appeared in Port Hospice a few months ago, and when asked why he refused entry to a bloody, battered Arbite, Lekter replied, "He might have bled on my toys." Lekter's "toys" are indeed wonders of craftsmanship, gleaming silver gadgets, timepieces, holos, and bionics inscribed with his signature geometric runes. Many of those who buy his toys do not return for more, but no matter, as there are always those willing to put up thousands of thrones for a gleaming set of scribe-tines or a glowing emerald ear stud. Rolls: Death Cultists, The Xenos (Necrons), Fanatical, Fronts, Entrepaneur, Novice, Rumors Abound, Signets, Signets, Boredom, Theft, Straight Money, Space Port, Moderate. The Greene Priests The Greene Priests are a loathed and embarrassing mote on the proud record of the Adeptuss Mechanicus. While not heretical or technically criminal to any degree, the cult is nevertheless persecuted by the Martian priesthood so that the "stain of nostalgia may be swept from the hem of the Omnissiah's robes as soon as possible." These "nostalgic" tech-priests eschew the general smoke-belching, cog-turning devices of the Mechanicum Proper in favor of simple devices such as bow drills, wooden pulleys, grox-hair ropes, and good old-fashioned firestarters. The faction was birthed when a Mechanicum explorator fleet set sail for the Unbeholden Reaches, but was waylaid by a powerful warp storm. In the resulting chaos, the ships transgressed to realspace. Since then the ships have remained in contact, but spread across space, and have since resorted to living out their lives on their wrecked ships. The Greene Priests believe that primitive tech is the Omnissiah's most basic and pure blessing, and that modenr tech has made the Imperium a hell unfit for inhabitation. They desecrate their bionics with bones and teeth, fetishes, wooden baubles, and shrubbery. They also employ recreational herbs that they grow in the overgrown warrens of their ships. The only contact the Priests make with outsiders who stumble across their ship is to occasionally trade these small totems for other items in return for furthered word of their nirvana-esque discovery. The Mechanicum takes umbridge to this and does its best to suppress word of these liberals, successfully enough so far to have routed any attention from the Battlefleet or the Inquisition. Rolls: Tech-Cult, Themselves, Fanatical, Primitive Technology, Faction, Novice, Total Secrecy, Scarification, Tattoos, Life Is Hell, Commerce, Advertisement, Flooded Starship, Moderate. Hope you like it! Post your own results and feel free to share.
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