Cyberpunk City and Campaign Generator - CWN

Generate FULL City for Campaign. World, City, 3 Megacorps, 5 Districts, 10 Gangs

Description (more info)

Cities Without Number by Kevin Crawford

Result

Cyberpunk City and Campaign Generator - Cities Without Number


World

JOIN("

", Roll on "Global Problems" 2 times (unique results only))


City

JOIN("

", Roll on "City Problems" 2 times (unique results only))


Mega Corps

Name: Roll on "Corp Name table" Roll on "Corp Element"

Focus: Roll on "Main Corp Focus"
Strength: Roll on "Particular Corp Strengths"

Goal: Roll on "Current Corp Goals"

Recent Event: Roll on "Recent Event"

Style:
JOIN("
", Roll on "General Corp Style" 2 times (unique results only))


Name: Roll on "Corp Name table" Roll on "Corp Element"

Focus: Roll on "Main Corp Focus"
Strength: Roll on "Particular Corp Strengths"

Goal: Roll on "Current Corp Goals"

Recent Event: Roll on "Recent Event"

Style:
JOIN("
", Roll on "General Corp Style" 2 times (unique results only))


Name: Roll on "Corp Name table" Roll on "Corp Element"

Focus: Roll on "Main Corp Focus"
Strength: Roll on "Particular Corp Strengths"

Goal: Roll on "Current Corp Goals"

Recent Event: Roll on "Recent Event"

Style:
JOIN("
", Roll on "General Corp Style" 2 times (unique results only))


District 1

JOIN("

and

", Roll on "Districts Tags" 2 times (unique results only))

Gangs

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"

Desire: Roll on "Leader Desires"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"

Problem: Roll on "Leader Problems"

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"
Desire: Roll on "Leader Desires"
Problem: Roll on "Leader Problems"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"

District 2

JOIN("

and

", Roll on "Districts Tags" 2 times (unique results only))

Gangs

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"

Desire: Roll on "Leader Desires"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"

Problem: Roll on "Leader Problems"

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"
Desire: Roll on "Leader Desires"
Problem: Roll on "Leader Problems"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"


## District 3
JOIN("

and

", Roll on "Districts Tags" 2 times (unique results only))

Gangs

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"

Desire: Roll on "Leader Desires"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"

Problem: Roll on "Leader Problems"

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"
Desire: Roll on "Leader Desires"
Problem: Roll on "Leader Problems"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"

District 4

JOIN("

and

", Roll on "Districts Tags" 2 times (unique results only))

Gangs

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"

Desire: Roll on "Leader Desires"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"

Problem: Roll on "Leader Problems"

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"
Desire: Roll on "Leader Desires"
Problem: Roll on "Leader Problems"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"


## District 5
JOIN("

and

", Roll on "Districts Tags" 2 times (unique results only))

Gangs

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"

Desire: Roll on "Leader Desires"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"

Problem: Roll on "Leader Problems"

Name: "Roll on "Gang Name table" Roll on "Gang Element""

Income: Roll on "Gang Income"
Strength: Roll on "Particular Gang Strengths"
Goal: Roll on "Gang Goals"

Recent Event: Roll on "Recent Gang Events"

Style: JOIN(" and ", Roll on "General Gang Style" 2 times (unique results only))

Leader: Roll on "Cyberpunk First Names" Roll on "Cyberpunk Surnames"

Strength: Roll on "Leader Main Strength"
Desire: Roll on "Leader Desires"
Problem: Roll on "Leader Problems"

Virtue: Roll on "Leader Virtues or Qualities"

Flaw: Roll on "Leader Personality Flaws"

Subcharts

Global Problems (d20)

d20 Result

1

Arcologies: Cities have been forged into massive, self-contained arcologies with little need for the outside world beyond resource-gathering outposts. Outside of the arcologies, massive stretches of now-abandoned urban areas and desperate favelas occupy the former city footprint. To live outside an arcology is to be a dangerous outlaw.

2

Balkanization: The present-day superpowers have effectively collapsed, with no plausible heirs to impose a global order. The entire world is a patchwork of ethnic and religious groups broken down into microstates and splinter areas, many of whom nurse powerful grudges against their neighbors. There is little or no international coordination beyond the efforts of multinational megacorps, and international rules are whatever the corporations say they are.

3

Caste Formation: An international elite of hereditary megacorp families has formed a new caste of rulers and oligarchs. Lesser breeds can only hope to attach themselves to some powerful dynasty and reap the rewards of loyal service. People take it as a commonplace that these elites are smarter, better, and wiser than ordinary people, a state perhaps justified by cyberware or gengineering.

4

Chrome Cultists: Some group or social class embraced cyber and genetic manipulation to an extreme extent as an ideological position. They may have been unjustly hated and feared by the less-augmented, or they could have envisioned themselves as the naturally-superior rulers of lesser humanity. In either case, the conflict produced global chaos before the cultists were destroyed or driven underground. Heavy modern users of cyber are likely suspected of cult allegiance, but the tech is too ingrained to reject entirely.

5

Class Warfare: Numerous national revolutions cropped up around the globe. The details and ideologies varied, but they largely boiled down to revolts of the impoverished against the powerful. The powerful were utterly victorious, crushing all institutions and organizations they did not control and cementing their dominance over virtually all material means of survival and success. Bitter remnants still fight a losing battle.

6

Climate Change: Large portions of the world are now substantially hotter, colder, wetter, drier, or are otherwise different from how they are at present. This outcome may have derived from human activity, solar perturbations, meteor strikes, interstellar dust clouds, or the nebulous work of unfathomable forces. Some areas of the planet are now largely uninhabitable due to the hostile conditions, and large numbers of people have been forced to move to find more tolerable surroundings. Portions of the coast may be inundated, while in colder cycles there may be new lands exposed by receding sea levels.

7

Despair: Global society has largely given in to nihilism, despair, and hopelessness. The universal craving is for distraction and numbing pleasures, occasionally punctuated by furious dedication to some deranged cause that might give a person’s life meaning. Birth rates have plummeted, populations have shrunk, and people now struggle over their share of an ever-shrinking economy

8

Disconnection: Nations, regions, and cities have turned inward and largely sought to cut off contacts with other polities, the better to control the diffusion of dangerous facts and ideas. The only wide-scale communication exists at the corporate level and well-controlled government communication lines. Citizens of a particular region are discouraged from travel and permitted to learn only what their betters want them to learn of other places. The outside world is dangerous; only the authorities can be trusted to interact with it.

9

Empire: One nation or polity has succeeded in crushing all its significant rivals. The only nations that exist are those directly subordinate to the superpower and those too impoverished and isolated to be worth vassalizing. The world’s megacorps are constantly fighting to control the superpower’s government, and different corps may have mutually-hostile grips on different departments or regions of the polity.

10

Famine: A massive shortage of basic food staples has been created by crop diseases, climate change, industrial pollution, or overpopulation. Much of the world’s land area is no longer usable for crops, and polities struggle to control fertile zones in order to feed their people. Hunger is a basic fact of life for anyone below the middle class.

11

Mutation: Industrial toxins, poorly-tested cyberware, experimental gene therapy, or unsafe pharmaceuticals have produced large numbers of mutated humans or wildlife. Most of these mutations are harmful in nature, requiring cybernetic prostheses to mitigate them, though some might unexpectedly improve the victim. Many mutants may be forced to work for whatever organization can support their critically-important medical cyber.

12

Natural Disaster: A global-scale natural catastrophe scourged the planet. A meteor strike, super-volcano eruption, atmospheric composition disturbance, or other vast calamity destroyed humanity over a considerable portion of the planet and forced the survivors into far more restricted areas. At least one generation was forced to concern itself with bare survival at all costs.

13

Plague: One or more global pandemics have culled humanity, with a substantial percentage of the population dying off. Reservoirs of the sickness may still persist in isolated areas, and repeated waves of lesser virulence may still strike cities. Some particularly hard-hit regions of the globe may have been largely depopulated, and might remain uninhabitable if the disease has found some natural animal host there.

14

Population Flux: The world is either drastically overpopulated or extremely underpopulated. There may have been a dramatic upswing in population growth after corporate and governmental efforts, leading to a world of packed arcologies and seaboard-wide megaplexes, or a combination of disasters and despair may have left the world all but empty except for a few remaining population centers and the megacorps who fight over their human debris.

15

Religious Revival: One or more religions or ideologies have caught fire in the recent past, experiencing tremendous growth in adherents and general fervor. These may be old religions given new relevance by present hardships, or some new faith built to appeal to the current public. Numerous conflicts have erupted in areas where the new faith has collided with old, traditional beliefs.

16

Resource Shortage: One or more critical resources, such as petroleum, rare earths, copper, or other material has run short either through over-exploitation or some new, disastrous natural reaction with modern atmospheric pollutants. Control of the remaining sources of this material is a common prize in megacorp struggles, and ordinary people have been forced to learn how to do without many things dependent on the substance.

17

Space Exodus: A chunk of humanity has left Earth for points further out in the solar system. There may be colonies on the moon, outposts on Mars, or vast orbital habitats to serve as sanctuaries for the rich and powerful. Earth is heavily exploited for its pool of human labor and the few resources that are more copious there than in the asteroid belt.

18

Toxic Wastes: Industrial production has resulted in the creation of massive toxic zones on land and sea, where life is either impossible or terribly changed. Former inhabitants of these areas have either died or fled into exile, and many nations have suffered serious civil strife due to the chaos created by the pollution. Whatever kind of toxin it was, it was probably subtle enough that no one realized the consequences until it was widespread.

19

Urbanization: Both governments and megacorps agree on the utility of compacting their subjects and consumers into more easily-controlled urban centers. In the past decade, rural and small city populations have been “encouraged” to move into corp-controlled cities, to the point that there are vast swaths of land occupied only by corporate farms and returning wilderness.

20

Warfare: At least one global conflict has erupted within living memory, possibly with a nuclear exchange. The conflict may have derived from the death throes of a superpower, a regional conflict that escalated out of control, or the clash of puppet governments serving the wills of quarreling megacorps

City Problems (1d50)

1d50 Result

1

New Industry: The region acquired a new industry that has left a substantial mark on the local economy. Many corporations revolve around supporting and expanding this industry, and it’s attracted the hostility of outside corps who are competitors.

2

Anarchy: The region has spent some time in a state of ungoverned lawlessness, a condition that might still persist. Local authority rests with those who can provide resources or who can bring violent force to bear. Numerous would-be governmental groups fought to lay claim to the area, and very harsh arrangements might be tolerated so long as they bring a modicum of social order to people’s lives.

3

Awakening: A great ideal, cause, or religion caught fire in the region, inspiring large numbers of people to follow it even at great personal cost. At least one major social institution was born of this awakening, and it still might hold substantial power even if the initial fervor has since died away

4

Booming Economy: This area was lucky in the recent past, and provided some resource or industrial center that brought in tremendous wealth. Most of it went to the megacorps and the elites, but enough of it trickled down to leave some impressive monuments in its wake

5

Border Lockdown: The region had some reason to tightly seal its borders, preventing people from entering or exiting without the right connections or governmental passes. It may have perceived some special threat from outsiders, or it was so miserable that its inhabitants had to be imprisoned to keep them from fleeing. The physical walls, minefields, and monitoring stations that kept the border tight probably still exist.

6

Bubble Economy: The region had something that was extremely valuable until it wasn’t. Vast wealth was followed by a vaster crash, and the dilapidated remnants of former glory still litter the p

7

City Collapse: The city or region collapsed utterly in the recent past, becoming largely uninhabitable for most of its then-inhabitants. It may have been the result of some natural disaster, a terrible famine, a ferocious war, or some other disaster that has only slowly abated in the years since.

8

Civil War: The region was split between two or more mutually-hostile governments, each determined to crush all opposition. They may have splintered along ideological lines, ethnic faults, or corporate allegiances, but the destruction was calamitous. One of the sides may have won a convincing victory, or they may have simply fought each other to a mutually-exhausted stalemate.

9

Clearances: Significant portions of the region were methodically purged of inhabitants in order to satisfy the needs of the government or megacorps. The land they occupied may have been more valuable to corporate owners, they might have been persistent troublemakers to their rulers, or natural hazards may have been so severe that they had no choice but to leave. Their heirs likely still suffer the consequences of their losses, and may not be overly welcome in the places they now live.

10

Climate Change: Whether the world as a whole has changed or not, this region certainly has. Local conditions have become severe, with drought, heat, cold, or sea level changes provoking serious problems to the inhabitants. There are probably still remnants buildings and communities that existed during the former, more clement period, now abandoned by all but the most desperate hangers-on.

11

Corp Nationalization: The local government nationalized a megacorp in the region, turning it into a direct arm of the local authorities. Conversely, the corp may have effectively taken over the local government from the inside, making its “private” branch no more than a subsidized agency of the state. If the megacorp exists elsewhere as well, those branches may be bitter toward their “stolen” or “traitorous” fellow corpers.

12

Corp War: Two or more megacorps had an all-out war in the region at some time in the past, deploying corporate military forces and hired mercenaries to destroy enemy resources and kill their employees. Outside parties may have moved in to crush the weakened corps after they’d bled each other white, or one corp may have finally won a nominal victory and taken control over the debris

13

Corporate Collapse: A megacorp that was crucial to the economy of the region collapsed sometime in the recent past, dragging scores of local businesses down with it. It may have been the fruit of corporate error, hostile outside attacks, or a parent corporation deciding that the place simply wasn’t worth the investment. Hollowed-out remnants of the corp’s buildings and factories likely still litter the region.

14

Corrupt Leaders: The rulers of this region were even more corrupt than is usual for those in their position, trading the wealth and lives of their subjects for their own selfish purposes. They may have been so absorbed in exploiting the locals that the actual business of rule was taken over by outside parties, whether corporations, gangs, or local brotherhoods.

15

Death Squads: A political, religious, or corporate war was fought here under the cover of night, with death squads and other militant groups making efforts to murder specific opponents of their backers. Certain political views or corporate affiliations were enough to get people disappeared, and the leaders of these death squads may have since moved on to positions of governmental or corporate importance.

16

Defensive War: The region was invaded by a hostile outside power, be it a neighboring government, an organized militant group, or an aggressive megacorp. The damage the conflict caused is yet visible in the region, whether or not the invaders were successful in taking control of the place.

17

Dynastic Rulers: The leadership of the region is tightly controlled by a particular family, with all the most important positions going to scions of the blood. This family may exist in considerable tension with the government or megacorp they supposedly represent, their local influence a degree of power that their supposed superiors would rather they not have.

18

Economic Collapse: The region was reasonably prosperous until some twist of global politics or local economic disaster plunged them into poverty. Their major industries were lost, their people left to toil in desperate exploitation, and the few green shoots of present prosperity are threatened by powers that prefer the region’s current impoverishment. Numerous small local organizations and brotherhoods have sprung up to give the locals some means of survival.

19

Failed Invasion: Either the region tried to invade a neighbor or was invaded by an outside power. In either case, the effort was a failure, with the would-be conquerors either absorbed, ejected, or left to flounder in persistent failure. The resentment and bitterness between those involved has left numerous scars on the region.

20

Famine: Hunger has scourged the region in the recent past. Local food sources failed and some collection of events made it impossible to bring in adequate supplies from elsewhere. Many of the poorest denizens starved, and those that couldn’t flee to other places were left to make whatever bargains they had to make in order to get their daily soy. Food supplies in the present day are likely under the tight control of whatever authorities rule here.

21

Immigrants: The region experienced a major flux of immigrants from another area, ones attracted by its relative prosperity or forced to flee their former home by some calamity there. The locals are unlikely to have welcomed the new competition for regional resources and influence, and these immigrants may still be bubbled into ghettos and ethnic zones where they must make do as best they can.

22

Industrial Spill: A large-scale industrial accident caused grave damage in the region, a calamity that still exerts a presence in current affairs. There may be valuable salvage left in the contaminated zone, or refugees may still be a problem in neighboring areas, or resentment over the accident may still be causing reprisals and violence among those affected.

23

Inept Rulers: The leaders of the region made some extremely bad choices, either out of self-interest or sheer incompetence. When facing some problem, they likely made the worst possible choice in how to deal with it, and now the present-day inhabitants have to deal with the consequences of their ineptitude.

24

Infrastructure Collapse: Whether water, power, transport, public security, or some other critical component of modern life, the region has suffered a severe lack of it. Natural resources may have been exhausted, megacorp manipulation may have ruined it, or it may have been taken over by renegade elements. Even now, most people need to make a considerable effort to get access to this necessity rather than counting on it to be available

25

Internal Migration: Natives from one section of the region had to move to another, forced out by necessity or tempted by better prosperity. This migration doubtless caused considerable hostility between the newcomers and the locals, with the local government or megacorps fanning the flames when it proved profitable to their own interests. These migrants may still be second-class citizens within their own homeland.

26

Legal Underclass: A particular chunk of the populace lacks the rights that most of natives have. They may be discriminated against due to race, religion, political allegiance, or megacorp employment, but crimes against them are seldom taken seriously and they have little hope of prevailing in any legal suit against a more respected local. It’s not uncommon for them to be involved with crime rings or express their discontent through violence and terrorism.

27

Local Military: The region has an exceptionally well-developed military under control of the local government or megacorps. This military was usually developed as a response to events, either to take advantage of a weaker neighbor or to prevent a takeover by some aggressive outside power. The locals likely struggle over control of the military, using it as muscle to pursue their own purposes.

28

Mass Terrorism: The region was convulsed with a period of mass terrorist attacks by one or more organizations, with large numbers of people killed through bombs, chemical warfare, biological agents, massacres, or other large-scale acts of violence in pursuit of their political goals. The existing government or megacorps were either powerless to stop it or uninterested in doing so, as the outcome of this violence was something profitable to their own interests.

29

Messianic Leader: A tremendously charismatic leader rose to control the region, marshaling a vast following of zealous adherents who were convinced that their fondest dreams would be made real. If the leader is now dead or gone, their cause has been embodied in some institution or faction determined to carry out their grand plan, regardless of its cost to other locals.

30

Natural Disaster: One or more dramatic natural disasters scourged the region, producing enormous loss of life and the destruction of important infrastructure. The locals had to figure out some way around these problems, and many of their solutions involved depriving other, less powerful natives of what they needed to live. The physical consequences of the disaster have still left marks in the region’s infrastructure.

31

New Industry: The region acquired a new industry that has left a substantial mark on the local economy. Many corporations revolve around supporting and expanding this industry, and it’s attracted the hostility of outside corps who are competitors.

32

New Union: The region was united with another city or polity, whether or not it liked the idea. It may have been the conquering victor of a military action, the unfortunate victim of annexation, or driven into an alliance by some local crisis or dire need. The old power structures struggle to come out as the rulers of the new union, and the losers seek to tear the structure apart.

33

Nuclear Blast: Someone set off a nuke in the area, either as a terrorist action, an industrial mishap, or a military assault by some nuclear-armed foe. There may still be areas devastated by the destruction and considerable numbers of citizens who bear the scars of the disaster. Valuable resources or territory may be inaccessible in the aftermath.

34

Offensive War: The region went to war against a neighbor, provoked by their actions or tempted by the prospects of easy pickings. The attack may or may not have been successful, but a generation of locals has been shaped by military service and the privations of wartime life.

35

Old Scores: Several major groups in the region have grudges to settle against each other. Old crimes, former atrocities, prior betrayals, and other sins have yet to be repaid, though the current situation may force some of these groups to work together to keep the region functioning. They’re very likely to hire deniable assets to work out their resentments.

36

Oligarchy: The region is rigidly controlled by an oligarchy of the elite, who shuffle around positions in megacorps and governments without ever allowing new blood into the circle. Lesser officials and vice-executives align themselves with particular oligarchs, and these factions tend to cut across lines of corporate or government organization.

37

Outside Control: The region’s government is a puppet controlled by some outside power, one that likely has little or no interest in the wellbeing of the locals. The government may have been infiltrated by corporate agents, suborned by powerful outside influences, or simply so weak that they don’t dare oppose the commands of their controllers. Policies are often established that do nothing to benefit the locals but do much to aid the outside authority.

38

Plague: The region was scourged by a severe plague in the recent past, with vast numbers of casualties. Medical services were strained beyond endurance, mass graves were established, and numerous local institutions were gutted by the loss of many important members. There may still be reservoirs of the sickness awaiting a new outbreak.

39

Political Sorting: The region has two or more major political groups that have geographically sorted themselves into particular areas or neighborhoods. Belonging to the wrong faction in such areas is hazardous at best, and there are regular illicit raids and reprisals conducted between them over slights real and imagined. If a single government controls multiple areas like this, the battle for control of the top level of governance can be brutal.

40

Population Cleansing: A particular religion, ethnicity, corporate affiliation, or nationality has been purged from the city in the recent past, their possessions seized by the local government or native elites. The jobs they did have been left unfilled or occupied by newcomers who may not perform them as well as before. There may still remain pockets of the purged group, and terrorism or violence on their behalf is not unknown.

41

Religious Purge: A particular religion or ideology is especially disfavored in the region, and none of its members can expect to be entrusted with any government office or corporate role of any importance, nor are they allowed to inhabit the better social circles. Its believers are often considered disloyal, hostile, and dangerous to the locals. This assessment may be correct for many of the angriest among them.

42

Renegade Military: The region’s military forces have gone rogue and have established a state of martial law. The government is now in the hands of military officers, most of whom are obliged to maintain good relations with the regional megacorps if they’re to keep their forces operational. In some cases, megacorp military forces or gang militias might be strong enough to take this role.

43

Resource Strike: A new resource has been found in the region recently, and it’s drawn intense interest from local corporations and desperate prospectors. This resource may be a conventional one like oil or gold, or it might be a more abstract thing, like a tremendously vigorous art scene or entrancing new musical genre. The corporations are still fighting over control of its monetization.

44

Revolution: An ideological revolution recently overturned the government of the region, and a new ruling structure may not have fully coalesced yet out of the surviving insurrectionists. Conversely, a revolution might have been brutally crushed by the authorities, its former leaders now in hiding. In neither case is the actual situation of the city likely to improve measurably.

45

Satrapy: The region is a recognized vassal of some larger or more powerful city or polity. Its rulers are allowed to do as they please so long as they provide the requisite amounts of tribute and obedience to their superiors. Different megacorps may be fighting over who is to benefit from the region’s submission.

46

Secession: The region split off from its parent polity sometime in the recent past, fighting off attempts to reclaim it or finding an alliance with an overlord powerful enough to protect it from its former rulers. The split may have been caused by political differences, economic concerns, or widespread rejection of some governmental policy. It may also have been provoked by a gang, megacorp, or organization that thought a splinter region would be easier to control.

47

Slave Labor: The region practices open slavery, though it may not call it that. Slavery may be a penalty for debt, a criminal punishment, or a class condition imposed on a disfavored religion, ethnicity, or national origin; whatever induces it, the local government is at pains to justify it as a fair and reasonable allocation of human resources.

48

Stolen Prosperity: The region should be much wealthier than it is, but the profit from its industries and local resources are being siphoned off by an outside power. The governmental rulers may be stealing it for their own use, a powerful megacorp may have a stranglehold on its finances, or a military aggressor may be taking it as war debt.

49

Tyranny: The region’s ruling powers won’t leave their subjects alone, and impose numerous humiliating, aggravating, or offensive demands on them for the government’s own benefit. The necessity for these demands may be blamed on the threat of a hostile outside power, or the local rulers may simply have clamped down so tight on their subjects that they don’t dare loosen their grip lest the hint of freedom ignite an explosion.

50

Uprising: The region experienced an outburst of violence from a particular group or social class, one that caused substantial damage before it was quelled. The survivors likely nurse a grudge still, and the local government and megacorps are trying to stamp out the last embers of this resistance. The rising was likely triggered by some exceptionally intolerable offense, or the group may have been gradually accumulating enough success and influence that it no longer accepted its former subordinate state.

Main Conflict Among the Ruling Class (d10)

d10 Result

1

Peripheral elites against the central power

2

Old leadership group deposed by new one

3

Dividing the profits of taxation or tribute

4

Starting or stopping a current war

5

“Reformists” with new ideas for control

6

Sectarian religious groups struggle

7

Expanding membership in the ruling class

8

Enacting a major public building project

9

Support for favored corporations/groups

10

Dividing power and offices among them

Districts Tags (1d49)

1d49 Result

1

Abject Despair: This district has been utterly and mercilessly exploited by others in the city, its inhabitants denied all but the most vital public services and used purely for their value as disposable labor and entertainment. The locals no longer have any hope for anything better, and most seek only to escape their misery in drugs, VR, or violence.

2

Annexed District: A significant part of the district used to be an independent city or town with its own officials and government. At some time in living memory, the city annexed it, with or without its consent, and the former rulers still seethe with resentment, perhaps retaining certain secrets about the place.

3

Art Scene: The district has at least one powerful artistic movement active in it. The medium may be sculpture, music, graffiti, biomods, or anything else that speaks to an aesthetic, but everyone knows that it’s where the ambitious young artists seek recognition and glory. Anything that can be monetized will also draw corp attention.

4

Beast Infestation: A particular type of dangerous animal or vermin infests the district, perhaps having escaped from a local laboratory, having been cultivated as guard animals by local gangs, or having found something particularly appealing about the local industrial sites. These creatures are usually hostile and hungry, and the locals have to take steps to protect themselves.

5

Blockaded Streets: It’s very difficult to move freely in this district, as numerous roads and neighborhoods have been blockaded by gangs or city officials due to outside raids, local disorder, or simple profit-making opportunities. Bribes or “tolls” are needed to bypass these blockages, or else local connections may be required.

6

Border Dispute: The district’s power structure is under siege by rivals who are trying to carve off the better pieces for their own jurisdiction. The fight may be waged in the city’s administration or it may be a matter of criminal and gang clashes.

7

Canal District: Where other districts have streets, this one has waterways. It may be the product of never-corrected flooding, a seacoast geography, or a city improvement plan gone awry, but the locals have gotten used to getting around in small boats. Aquatic cyber is relatively common here.

8

Corp Outpost: A corporation that doesn’t otherwise have much influence in the city has an outpost here, one too important to the locals for the other corps to pry it loose. They may be providing goods and services more cheaply than the local corps can, or be in a tenuous alliance with some city power that finds their presence useful.

9

Corp Stronghold: One particular corp holds de facto rule over the district, with the municipal officials totally supine. Other corps might have small retail outlets for their products, but the ruling corp has the ability to keep all but the most minor of outsider influences off of their turf. The regional headquarters for the corp may well be in the district.

10

Corrupt Kingpin: A particular gang boss, city official, or corporate executive is the unofficial king of this district. Nothing major happens without their approval, and their approval is very expensive. Other power centers in the district exist only as minions to the kingpin or as aspiring usurpers, and the latter seldom live long.

11

Crazed Gangers: Most gangs are at least slightly bizarre in their rites and customs, but the gang powers here are absolutely insane. They take their particular obsessions to unprofitable extremes, being driven by a demented religion, lunatic ideology, or absurd dictate of fashion. Their leaders may be fully aware of the irrationality of their chosen life, but be too nihilistic or privately profiting by it to abandon their path

12

Dark Market: The district is known for one or more black market zones where numerous illicit goods and services can be procured by outsiders. Most of these markets have a protector in some city official or corp executive, who can be expected to profit by the market’s continuing existence.

13

Depths Below: A significant portion of the district is subterranean, the locals having repurposed old infrastructure tunnels, mineshafts, or subterranean buildings for their own purposes. Most such underways are under the control of gang bosses, local chieftains, and others indisposed to legal forms.

14

Extreme Violence: Most districts see regular gunfire among their lower classes, but this place takes it to a bloody extreme. Only the suicidal go about without visible weaponry, and entire blocks may be no-go zones for anyone not in a well-armed group. The locals may profit from this reputation, earning a premium as thugs or assassins, or some outside power may find profit in keeping the blood flowing.

15

Gang Warfare: All but the most tightly-controlled districts have some level of gang conflict, but the level of violence here is unsustainably high. Something has provoked a savage degree of struggle here and it’s not going to end until the question is resolved, the corps move in with heavy firepower, or one participant emerges victorious.

16

Gentrification: Something has changed recently, and the district is receiving in influx of new inhabitants who are richer or better-connected. Longtime local powers are being deposed in favor of new money, and their clients are losing their support. Existing resources of land or economic opportunity are being seized by the newcomers, who likely share a corporate background or cultural identity

17

Good Times: Things are actually pretty good in this district. Whether by chance or design, the local economy is strong enough to give people hope of upward advancement and the local streets are unusually safe. These good times can easily provoke restiveness among the populace, however, as they move to strike violently against anything that threatens their prosperity.

18

Grand Structure: Some massive human construction dominates the district, be it a vast bridge, looming tower, crumbling arcology, or huge excavation. If the structure is still functional, most of the “legitimate” locals earn their living working on it. Other structures may be ruined, abandoned, or being fought over by the corps.

19

Heavy Chrome: Cyberware is unusually common in this district. It may be necessary for the local industrial workers, or it may be offered as blemished seconds by a corporate outlet, or the local culture may find it very important to be chromed. Numerous cyberdocs and clinics can be found here, though the low-end ones may be fit only for the poorest and most desperate buyers.

20

High Mutation: Long-time locals are prone to one or more physical stigmata produced by the local environment. It may be a legacy of a chemical spill, pathogen release, a heritable cyber-induced genetic malfunction, or some other persistent cause. These marks may be consistent, or the locals might all exhibit them in their own way.

21

Highly Fashionable: For whatever reason, this district is now the place to see and be seen in the city. Celebrities and officials have made it their second home, with clubs and other institutions springing up to cater to the fashionable upper class. Even shabby lodgings go for premium rates, and many of the locals are eager to profit while the vogue lasts.

22

Human Trade: People are bought and sold here, perhaps openly and perhaps under the rubric of “training indentures” or “debt repayment plans”. Most of the major powers here are involved in this human trafficking, and other city inhabitants know that the easiest place to get “workers” is in this district.

23

Immigrant Ghetto: A chunk of the district is occupied by immigrants from outside the city. Some such zones are mono-ethnic, while others are simply dumping grounds for the desperate, foolish, or optimistic who have come in search of work or success. These ghettos are usually minimally policed, order being maintained by ethnic gangs or the human traffickers who bring the newcomers.

24

Impending Doom: The district’s main industry is about to die, its criminal kingpin is on his deathbed, two equally-powerful gangs are about to go to war, or some other rapidly-approaching reckoning threatens to throw the district into chaos. Everyone knows it’s going to happen soon, and everyone’s trying to make the friends and settle the scores necessary to survive it.

25

Industrial Wasteland: This district is not well-suited for actual human habitation. Massive zones of automated industrial machinery extract some necessary resource or manufacture some product, and the limited number of people needed to operate the machines live in well-delineated habitable zones. The rest of the area may be difficult or very dangerous to physically access.

26

Lasting Scar: Something went terribly wrong here in the past, and the district still hasn’t recovered. Massive riots, a huge industrial accident, the wreckage of urban warfare, a natural disaster that smashed major structures, or some other calamity has left its mark. Locals have to either work around the remnants or somehow profit by looting them.

27

Local Spirit: The natives of the district are acutely aware of their origins and tend to band together to exclude outsiders. They may have deep local divides, but few wish to involve external forces, and they have as little to do with city officials and corp outsiders as possible. Only through extensive favors and contacts can this distance be removed.

28

Lost Glory: Things used to be better than they are now. Maybe the locals were richer, the location was more important, or the district had some critical function the rest of the city relied on. Those days are gone, now, and only remnants and relics of past success remain.

29

Luxury Haven: This district may have its bad spots, but at least some of it is dedicated to the golden serenity of extremely wealthy or important people in the city. In these enclaves, the streets are safe, the shops are all high-end, and the security is omnipresent. Getting in or out of these zones usually requires the right passes or connections.

30

Malcontent Locals: The district’s locals have been a substantial annoyance to the city government and its ruling megacorps. Riots, sabotage, illicit broadcasts, and prohibited net usage are common here, with the natives either holding a bitter grudge against the city’s rulers or finding it profitable to oppose them. Their leaders may be bankrolled by outside enemies of the city’s rulers.

31

Media Factory: Entertainment is produced in this district, with a host of VR producers, video creators, “journalists”, and other media types clustering in the area. Actors of every description hunt for their next role, and the local media corps grind them up monthly to make their necessary quota of corporate-approved media product.

32

Old Capital: This district was once the heart of the city, the center of its government and the headquarters of major powers. Some past event made the place unsuitable for that, but old government facilities and abandoned institutional structures still litter the place. Not everything of value was

33

Open Parkland: A significant part of the district is an open park, with near-wilderness conditions in some of it due to long neglect and intentional dilapidation. The overgrown terrain makes it very easy to hide in the park, and numerous illicit enterprises have camps or dwellings within its bounds.

34

Orbital Link: The district has or supports a spaceport. If your setting has orbital habitats, the rich and powerful flow through on their way to their heavenly palaces. If not, the spaceport may be launching satellites or industrial hardware for space resource exploitation. Numerous highly-educated workers live here, and exceedingly expensive hardware can be found here as well.

35

Organleggers: A number of very influential organlegging rings operate out of the district, buying cyber and flesh from gangs throughout the city. Those who desperately need certain implants or surplus organs that can’t be obtained legitimately can be found dealing with ring representatives here, as well as medical organizations who aren’t picky about their sourcing.

36

Outsider Enclave: A significant chunk of this district is under the administration or control of an outside power, whether a rival city, neighboring nation, or outside corporation. It may be a remnant of a prior war, corporate takeover, city secessionists, or sheer governmental indifference. Laws inside the enclave may not match others in the city, and access in or out may hinge on diplomatic connections or useful smuggling ties

37

Painful Profits: There’s significant money to be made here in some trade that harms or kills its workers and the local inhabitants. A dangerous mine, a toxic factory complex, organized blood sport arenas, an old dump that can be scavenged, or some other site is both providing the bulk of the local paychecks and a good chunk of the fatalities as well.

38

Religious Center: There’s a church, holy site, pilgrimage place, or venerated school here dedicated to a particular religion. Many of the locals are committed believers, and they have ties with fellow faithful outside the city. The secular authorities always have to keep the opinions of religious leaders in mind, and bribery or threats to them are not unknown.

39

Restive Locals: The district natives are in a ferment, liable to explode into riots or demonstrations at the slightest provocation. Some ongoing problem or determined agitator is whipping the locals up, and things can get explosively out of hand on short notice. Certain powers might be trying to take advantage of that.

40

Restricted Access: People are not allowed to enter or leave the district freely. The locals might be second-class citizens, they might be too important to risk outside intruders, or they might be too troublesome to risk letting them wander. Only those with the necessary passes and justified business are allowed in or out.

41

Secessionists: A portion of this district flatly refuses to recognize any outside authority. It may be too impoverished and useless to invite any opposition from the municipal government, or the local corps may have not finished deciding which of them should take it over. In the meanwhile, the locals may or may not have come together behind a single local government.

42

Smuggler’s Den: The district’s economy relies heavily on illicit transport of goods, sliding them past corporate import taxes or monopolies. A maze of smuggler’s tunnels likely honeycombs the place, and seaside districts will have myriad hidden docks for small boats and stealthed submersibles.

43

Sweatshop Labor: Factory work is rarely safe and decently-paid. Here, it’s nominally worse than slave labor, because slaves expect to be fed. Some massive factory or other economic enterprise is eating up poor laborers, wringing what work they can from them before leaving them broken and discarded. Most hold out hopes of decent pay and advancement, making good on it only often enough to keep the dream alive.

44

Tomb District: Some recent military conflict, natural disaster, plague, or other catastrophe killed an enormous number of people here. Some abandoned structures may still be full of the dead, while mass graves, memorials, or catacombs might contain other corpses. Criminal groups find considerable use for these unpeopled places.

45

Transport Nexus: A major port, airport, cargo hub, or transfer station serves as a major employer in the district, and influences from far-distant cities are common. Numerous not-entirely-licit immigrants and strangers can be found here

46

Urban Maze: The district’s geography and architecture have made the place into a near-impenetrable maze of alleys, corridors, courtyards, and tenements. Without a local guide only the most well-known landmarks are accessible to outsiders, and it may be difficult to get vehicles bigger than a motorcycle into the area.

47

Utility Lack: Some critical public resource is very difficult to obtain in the district. The water supply may be limited, the power lines might not be accessible, or the public network may be down. Those who control access to these resources have power here, and much residential conflict involves obtaining these necessities.

48

Vice Dens: This district offers services too repugnant or degrading to be welcomed by its neighbors. Entire subcultures may have formed around facilitating sins that aren’t even physically possible without VR headsets or specific cyber implants. Other citizens might despise this district, but they do enough business to draw large amounts of money here.

49

Vital Resource: The district provides some critical resource to the rest of the city. It may have the city desalinization plant, the primary power generation facility, or the core of the urban network. The most important locals are those in charge of this resource, and most of the rest make their living off of maintaining it or selling it to the rest of the city.

Main Corp Focus (d20)

d20 Result

1

Agriculture

2

Biotech

3

Computing

4

Construction

5

Consumer Goods

6

Cyberware

7

Data Brokering

8

Drugs

9

Education

10

Electronics

11

Financial Services

12

Heavy Industry

13

Media/Entertainment

14

Medical

15

Mining

16

Power generation

17

Security Services

18

Transport/Logistics

19

Vehicles/Aerospace

20

Weaponry

General Corp Style (d20)

d20 Result

1

Bloodless, never reacting out of emotion but always focusing on profit

2

Brutish, relying on money and influence to force its products into success

3

Bureaucratic, operating on calcified principles and dull, unreflective rules

4

Cultish, cultivating a religious kind of isolating devotion in its employees

5

Decaying, blindly pursuing products and schemes that just aren’t going to work

6

Dwindling, clinging to a product line or service that was once more profitable

7

Esoteric, following an aesthetic or set of goals strange to outside observers

8

Fraudulent, relying on political influence and force to sell its half-functional goods

9

Hateful, as it seems to be largely designed to do horrible things to non-customers

10

Haughty, focusing only on the very top end of its market and product type

11

Innovative, coming up with daring new ideas and products despite the risks

12

Murderous, making precise and targeted use of violence against its problems

13

Pandering, acutely interested in good public relations regardless of its acts

14

Personalized, with individual managers having very personal control of branches

15

Rapacious, always trying to gobble up and assimilate smaller competitors

16

Reckless, constantly making dangerous bets that may or may not pay off

17

Spiteful, willing to lose money to inflict punishment on its rivals and enemies

18

Unreliable, its products and tech prone to deniable but very real problems

19

Vengeful, unusually inclined to punish those who trouble it, even if unprofitable

20

Vicious, always preferring loudly overt bloodshed and violence when practical

Particular Corp Strengths (d20)

d20 Result

1

Richer than most corps

2

Well-trained security

3

Low-level staff are zealously loyal

4

Useful religious or ethnic ties

5

The best products of one type

6

Respected reputation

7

Stable of elite operatives

8

Information tech is superb

9

Plants among many rivals

10

Schemes are unusually effective

11

Other corps are reluctant to touch them

12

Local government has strong ties

13

Products are cheap but effective

14

Viewed as protectors by a group

15

Access to special technology

16

Vast web of spies in the city

17

Military forces are surprisingly strong

18

Absolute rule over an area

19

Largely control an illegal good

20

Inexplicably lucky

Recent Event (d20)

d20 Result

1

It’s losing money with its current products

2

Its execs are trying to kill each other

3

The CEO is failing or losing control

4

It has serious problems with the local gov

5

It earned a miserable public reputation

6

It over-extended itself into new markets

7

It committed a barely-deniable atrocity

8

A product recently backfired direly

9

It’s under attack by a strong rival

10

It was driven out of a market recently

11

It crushed almost all its direct competition

12

It formed special ties with the government

13

It spun off a major subsidiary corp

14

Its CEO died or was forced out

15

It made a great tech breakthrough

16

A civil war broke out among its branches

17

It obtained effective rule of an area

18

It backed a successful rebel government

19

It shut down a vital local industry

20

It conducted a PR blitz on the city

Current Corp Goals (d20)

d20 Result

1

Smash a particular rival corporation

2

Research a revolutionary new tech

3

Acquire a new raw material source

4

Subvert an annoying government

5

Monopolize a particular product type

6

Inflict a PR disaster on a rival

7

Stave off financial disaster with profits

8

Open a new branch in a hostile area

9

Acquire more tangible military power

10

Forge a new retail channel in an area

11

Force open a currently-closed market

12

Back a useful group of terrorists

13

Spread a particular corp-serving ideal

14

Steal a vital secret from another corp

15

Plant a mole in another corp’s C-suite

16

Frame a rival for an impending disaster

17

Ruthlessly exploit a resource source

18

Crush annoying labor troubles

19

Defame a competing product line

20

Sabotage a rival’s current goal

Corp Name table (d20)

d20 Result

1

Roll on "Animals"

2

Roll on "Appealing adjective"

3

Roll on "Cities"

4

Roll on "Colors"

5

Roll on "Cyberpunk Surnames"

6

Roll on "mythic figures"

7

Roll on "Industry"

8

Roll on "Geographic Regions"

9

Roll on "natural disasters"

10

Roll on "Natural feature"

11

Roll on "Natural phenomenon"

12

Roll on "Written Numbers"

13

Roll on "Political"

14

Roll on "Chat GPT"

15

Roll on "Random Words"

16

Roll on "religious terms"

17

Roll on "Rivers"

18

Roll on "Services"

19

Roll on "Latin Words"

20

Roll on "physics terms"

Corp Element (1d28)

1d28 Result

1

Associates

2

Bank

3

Bureau

4

Combine

5

Community

6

Corp

7

GmbH

8

Guild

9

Incorporated

10

Industries

11

International

12

LLC

13

Ltd.

14

Products

15

Sciences

16

Services

17

Technologies

18

Union

19

Unity

20

Universal

21

Brands

22

Conglomerate

23

Innovators

24

Agencies

25

Pharmaceuticals

26

Syndicates

27

Empire

28

Securities

Gang Income (d20)

d20 Result

1

Assassinations

2

Black marketing

3

Blackmail

4

City gov lobbying

5

Corp hirelings

6

Cyber trade

7

Drug production

8

Drug retail

9

Extortion

10

Fraud

11

Hacking

12

Horrible vices

13

Human Trafficking

14

Merc work

15

Organlegging

16

Petty theft

17

Prostitution

18

Slave labor

19

Smuggling

20

VR production

General Gang Style (d20)

d20 Result

1

Bestial, favoring an almost feral degree of violence and destruction

2

Chromed, heavily invested in not-always-safe-or-reliable cyberware

3

Corporate, with tight discipline and an interest only in the bottom line

4

Degenerate, favoring self-destructive enjoyments and decadent indulgences

5

Doctrinaire, obsessed with an ideology or Great Cause despite all obstacles

6

Familial, with personal ties of blood between most members and all leaders

7

Flamboyant, loving style and display over practicality

8

Greedy, pushing for more turf and money despite the obvious risks involved

9

Idealistic, pretending to a noble cause despite the grubby reality

10

Nationalist, supporting a particular nation, ethnicity, or group

11

Nihilistic, caring for nothing very much, even their own lives

12

Pious, devoted to a particular fringe religion or cult

13

Pretentious, overtly seeing themselves as their turf’s government and lawful rulers

14

Sadistic, preferring lingering pain and horror over quick violence

15

Sanctioned, operating with the tacit support and approval of city government

16

Swarming, favoring masses of low-level gangers over fewer, more elite members

17

Technical, preferring high-tech tools and expertise

18

Terrifying, focusing on intimidating and cowing all possible foes with raw terror

19

Themed, devoted to a particular visual or aesthetic theme at all costs

20

Wretched, impoverished and desperate to attain even basic necessities

Particular Gang Strengths (d20)

d20 Result

1

Elite of cybered pros

2

Close ties with city government

3

Local corp is secretly backing them

4

Locals genuinely support them

5

Leadership is extremely competent

6

Strong gang alliances

7

Fearsome reputation

8

Ties outside the city

9

 Know secret places in the district

10

Excellent gear and weapons

11

Provide a critical district service

12

Local group views them as protectors

13

Unusually wealthy

14

Very selective in their membership

15

Monopoly on something

16

Critical blackmail info

17

Celebrity members

18

Powerful local patron

19

Web of spies in the area

20

Inexplicably lucky

Gang Goals (d20)

d20 Result

1

Wipe out a competitor for their turf

2

Expand into an under-defended area

3

Avenge some slight by another group

4

Cyber up their enforcers with big iron

5

Make an alliance with another gang

6

Persuade a corp to recruit their aid

7

Crush a bothersome local resister

8

Recruit more useful talent

9

Take over a local vice trade

10

Fence an extremely hot item of value

11

Regroup after some recent reversal

12

Resolve a serious leadership conflict

13

Start up a profitable front business

14

Make inroads in a new profitable crime

15

Intimidate the locals with some atrocity

16

Evade a local police crackdown

17

Fight off an incursion by another gang

18

Recover a stolen stash or goods

19

Tighten their grip on their current turf

20

Forge a useful new public impression

Recent Gang Events (d20)

d20 Result

1

The former leader was recently killed

2

A splinter group split off from the gang

3

The cops cracked down on the gang

4

A corp hired them for some dirty work

5

They badly lost a fight with another group

6

They conducted some local terrorism

7

They stole something very valuable

8

They got caught in two other gangs’ fight

9

A valuable business began on their turf

10

Their favorite income was squeezed

11

A gang lieutenant turned traitor

12

The gang changed their crime focus

13

They moved their headquarters

14

They actually did some legit work

15

They crushed a rival in a bloody clash

16

They acquired members with a rare skill

17

They came into a large cash windfall

18

They got a lot of loot they can’t really use

19

They recently fell into dire poverty

20

They acquired a powerful gov patron

Gang Name table (d19)

d19 Result

1

Roll on "Streets"

2

Roll on "Colors"

3

Roll on "Violent Actions"

4

Roll on "Animals"

5

Roll on "Directions"

6

Roll on "Fashion Items"

7

Roll on "Cyberpunk First Names"'s

8

Roll on "Religious Figure"

9

Roll on "Geographic Regions"

10

Roll on "Cyberpunk Surnames"'s

11

Roll on "Dates"

12

Roll on "Drugs"

13

Roll on "BuildingsNames"

14

Roll on "Physical Traits"

15

Roll on "Cyberware"

16

Roll on "Intimidating adjective"

17

Roll on "Weapons"

18

Roll on "Sins"

19

Roll on "Random Words"

Gang Element (d20)

d20 Result

1

Army

2

Association

3

Kids

4

Brotherhood

5

Clan

6

Clique

7

Company

8

Crew

9

Gang

10

Horde

11

Mob

12

Organization

13

Outfit

14

Pack

15

Posse

16

Ring

17

Set

18

Society

19

Squad

20

Syndicate

Streets (d216)

d216 Result

1

S Espina St

2

W Picacho Ave

3

Mayfield Rd

4

W Picacho Ave

5

E Hadley Ave

6

Ivydale Dr

7

W Picacho Ave

8

N Motel Blvd

9

El Paseo Rd

10

E University Ave

11

S San Pedro St

12

N Mesquite St

13

Bruins Ln

14

Pinon Ave

15

S Solano Dr

16

W Mountain Ave

17

W Picacho Ave

18

W Picacho Ave

19

W Mountain Ave

20

Yale Ct

21

Foster Rd

22

E Chestnut Ave

23

Harrelson St

24

Claude Dove Dr

25

Rosedale Dr

26

W Picacho Ave

27

W Picacho Ave

28

Quesenberry St

29

W Picacho Ave

30

W Picacho Ave

31

Avalon Dr

32

W Hadley Ave

33

N Seventeenth St

34

W Amador Ave

35

Avalon Dr

36

Rosedale Dr

37

Rosedale Dr

38

W Picacho Ave

39

W Amador Ave

40

Quesenberry St

41

Stout Ln

42

W Picacho Ave

43

Stout Ln

44

Rosedale Dr

45

Rosedale Dr

46

Avalon Dr

47

Quesenberry St

48

N Motel Blvd

49

N Seventeenth St

50

Quesenberry St

51

W Hadley Ave

52

Rosedale Dr

53

N Seventeenth St

54

Rosedale Dr

55

Avalon Dr

56

Avalon Dr

57

W Hadley Ave

58

W Amador Ave

59

W Picacho Ave

60

W Picacho Ave

61

Rosedale Dr

62

Quesenberry St

63

N Seventeenth St

64

Old Highway 292

65

Rosedale Dr

66

W Amador Ave

67

W Hadley Ave

68

N Seventeenth St

69

Rosedale Dr

70

W Picacho Ave

71

W Picacho Ave

72

Rosedale Dr

73

Mccoy Ave

74

Rosedale Dr

75

Rosedale Dr

76

Rosedale Dr

77

W Amador Ave

78

N Motel Blvd

79

Avalon Dr

80

W Amador Ave

81

W Picacho Ave

82

W Picacho Ave

83

N Seventeenth St

84

N Seventeenth St

85

W Hadley Ave

86

Rosedale Dr

87

Rosedale Dr

88

Mccoy Ave

89

Rosedale Dr

90

Carlyle Dr

91

Rosedale Dr

92

S Motel Blvd

93

Carlyle Dr

94

Quesenberry St

95

Quesenberry St

96

W Picacho Ave

97

Rosedale Dr

98

Quesenberry St

99

Rosedale Dr

100

W Picacho Ave

101

Dona Ana Rd

102

Carlyle Dr

103

Rosedale Dr

104

W Picacho Ave

105

W Hadley Ave

106

Rosedale Dr

107

Avalon Dr

108

Rosedale Dr

109

Avalon Dr

110

Avalon Dr

111

W Amador Ave

112

Rosedale Dr

113

Avalon Dr

114

Rosedale Dr

115

Lavender Dr

116

N Motel Blvd

117

Rosedale Dr

118

N Seventeenth St

119

Stout Ln

120

Fourteenth St

121

Rosedale Dr

122

Rosedale Dr

123

Rosedale Dr

124

Avalon Dr

125

Spitz St

126

Terry Dr

127

Terry Dr

128

Three Crosses Ave

129

Jody Dr

130

Richard Dr

131

Pueblo Mesa

132

Spitz St

133

Jody Dr

134

Karen Ave

135

Hansen Ave

136

El Camino Real

137

Creed Ave

138

Jody Dr

139

Jody Dr

140

Richard Dr

141

Richard Dr

142

Frank Maes Ave

143

Fred Way

144

Richard Dr

145

Creed Ave

146

Spitz St

147

Spitz St

148

Jody Dr

149

Bencomo Ln

150

Terry Dr

151

Spitz St

152

Dona Ana Rd

153

Terry Dr

154

Clark Rd

155

Stout Ln

156

Karen Ave

157

Jody Dr

158

Richard Dr

159

Spitz St

160

Clark Rd

161

Terry Dr

162

Stout Ln

163

Richard Dr

164

Karen Ave

165

Richard Dr

166

Jody Dr

167

Hansen Ave

168

Creed Ave

169

Terry Dr

170

Creed Ave

171

Three Crosses Ave

172

El Camino Real

173

Fred Way

174

Lenox Ave

175

Mayfield Rd

176

Richard Dr

177

Creed Ave

178

Richard Dr

179

Jody Dr

180

Lenox Ave

181

Dona Ana Rd

182

Frank Maes Ave

183

Jody Dr

184

Hansen Ave

185

Richard Dr

186

Spitz St

187

Terry Dr

188

Richard Dr

189

Frank Maes Ave

190

Frank Maes Ave

191

Bencomo Ln

192

Richard Dr

193

Hansen Ave

194

Spitz St

195

Terry Dr

196

N Valley Dr

197

Hansen Ave

198

Creed Ave

199

Creed Ave

200

Frank Maes Ave

201

Terry Dr

202

Frank Maes Ave

203

Terry Dr

204

Karen Ave

205

Hansen Ave

206

Richard Dr

207

El Camino Real

208

Creed Ave

209

Terry Dr

210

Terry Dr

211

Three Crosses Ave

212

Spitz St

213

Richard Dr

214

Dona Ana Rd

215

Jody Dr

216

Frank Maes Ave

Colors (d47)

d47 Result

1

Aqua

2

Azure

3

Blue

4

Bluish Gray

5

Brown

6

Flesh

7

Gray

8

Gray

9

Green

10

Green

11

Lime

12

Orange

13

Orange

14

Pink

15

Pink

16

Purple

17

Purple

18

Red

19

Salmon

20

Tan

21

Turquoise

22

Violet

23

Yellow

24

Aqua

25

Black

26

Blue

27

Brown

28

Copper

29

Green

30

Lavender

31

Lime

32

Magenta

33

Olive

34

Orange

35

Pearl

36

Pink

37

Purple

38

Red

39

Royal Blue

40

Rust

41

Salmon

42

Sand Red

43

Sky Blue

44

Tan

45

Violet

46

White

47

Yellow

Animals (d521)

d521 Result

1

Canidae

2

Felidae

3

Cat

4

Cattle

5

Dog

6

Donkey

7

Goat

8

Guinea pig

9

Horse

10

Pig

11

Rabbit

12

Fancy rat varieties

13

laboratory rat strains

14

Sheep breeds

15

Water buffalo breeds

16

Chicken breeds

17

Duck breeds

18

Goose breeds

19

Pigeon breeds

20

Turkey breeds

21

Aardvark

22

Aardwolf

23

African buffalo

24

African elephant

25

African leopard

26

Albatross

27

Alligator

28

Alpaca

29

American buffalo

30

American robin

31

Amphibian

32

Buffalo

33

Anaconda

34

Angelfish

35

Anglerfish

36

Ant

37

Anteater

38

Antelope

39

Antlion

40

Ape

41

Aphid

42

Arabian leopard

43

Arctic Fox

44

Arctic Wolf

45

Armadillo

46

Arrow crab

47

Asp

48

Donkey

49

Baboon

50

Badger

51

Bald eagle

52

Bandicoot

53

Barnacle

54

Barracuda

55

Basilisk

56

Bass

57

Bat

58

Beaked whale

59

Bear

60

list

61

Beaver

62

Bedbug

63

Bee

64

Beetle

65

Bird

66

list

67

Bison

68

Blackbird

69

Black panther

70

Black widow

71

Blue bird

72

Blue jay

73

Blue whale

74

Boa

75

Boar

76

Bobcat

77

Bobolink

78

Bonobo

79

Booby

80

Box jellyfish

81

Bovid

82

Buffalo

83

Buffalo

84

Bug

85

Butterfly

86

Buzzard

87

Camel

88

Canid

89

Cape buffalo

90

Capybara

91

Cardinal

92

Caribou

93

Carp

94

Cat

95

list

96

Catshark

97

Caterpillar

98

Catfish

99

Cattle

100

list

101

Centipede

102

Cephalopod

103

Chameleon

104

Cheetah

105

Chickadee

106

Chicken

107

Cheetah

108

Chimpanzee

109

Chinchilla

110

Chipmunk

111

Clam

112

Clownfish

113

Cobra

114

Cockroach

115

Cod

116

Condor

117

Constrictor

118

Coral

119

Cougar

120

Cow

121

Coyote

122

Crab

123

Crane

124

Crane fly

125

Crawdad

126

Crayfish

127

Cricket

128

Crocodile

129

Crow

130

Cuckoo

131

Cicada

132

Damselfly

133

Deer

134

Dingo

135

Dinosaur

136

list

137

Dog

138

list

139

Dolphin

140

Donkey

141

Dragon

142

Dormouse

143

Dove

144

Dragonfly

145

Dragon

146

Duck

147

Dragon

148

Dung beetle

149

Eagle

150

Earthworm

151

Earwig

152

Echidna

153

Eel

154

Egret

155

Elephant

156

Elephant seal

157

Elk

158

Emu

159

English pointer

160

Ermine

161

Falcon

162

Ferret

163

Finch

164

Firefly

165

Fish

166

Flamingo

167

Flea

168

Fly

169

Flyingfish

170

Fowl

171

Fox

172

Frog

173

Fruit bat

174

Gamefowl

175

list

176

Galliform

177

list

178

Gazelle

179

Gecko

180

Gerbil

181

Giant panda

182

Giant squid

183

Gibbon

184

Gila monster

185

Giraffe

186

Goat

187

Dragon

188

Goldfish

189

Goose

190

list

191

Gopher

192

Gorilla

193

Grasshopper

194

Great blue heron

195

Great white shark

196

Grizzly bear

197

Ground shark

198

Ground sloth

199

Grouse

200

Guan

201

Dragon

202

Guanaco

203

Guineafowl

204

Dragon

205

Guinea pig

206

Dragon

207

Gull

208

Guppy

209

Haddock

210

Halibut

211

Hammerhead shark

212

Hamster

213

Hare

214

Harrier

215

Hawk

216

Hedgehog

217

Hermit crab

218

Heron

219

Herring

220

Hippopotamus

221

Hookworm

222

Hornet

223

Horse

224

Dragon

225

Hoverfly

226

Hummingbird

227

Humpback whale

228

Hyena

229

Iguana

230

Impala

231

Irukandji jellyfish

232

Jackal

233

Jaguar

234

Jay

235

Jellyfish

236

Junglefowl

237

Kangaroo

238

Kangaroo mouse

239

Kangaroo rat

240

Kingfisher

241

Kite

242

Kiwi

243

Koala

244

Koi

245

Komodo dragon

246

Krill

247

Ladybug

248

Lamprey

249

Landfowl

250

Land snail

251

Lark

252

Leech

253

Lemming

254

Lemur

255

Leopard

256

Leopon

257

Limpet

258

Lion

259

Lizard

260

Llama

261

Lobster

262

Locust

263

Loon

264

Louse

265

Lungfish

266

Lynx

267

Macaw

268

Mackerel

269

Magpie

270

Mammal

271

Manatee

272

Mandrill

273

Manta ray

274

Marlin

275

Marmoset

276

Marmot

277

Marsupial

278

Marten

279

Mastodon

280

Meadowlark

281

Meerkat

282

Mink

283

Minnow

284

Mite

285

Mockingbird

286

Mole

287

Mollusk

288

Mongoose

289

Monitor lizard

290

Monkey

291

Moose

292

Mosquito

293

Moth

294

Mountain goat

295

Mouse

296

Mule

297

Muskox

298

Narwhal

299

Newt

300

New World quail

301

Nightingale

302

Ocelot

303

Octopus

304

Old World quail

305

Opossum

306

Orangutan

307

Orca

308

Ostrich

309

Otter

310

Owl

311

Ox

312

Panda

313

Panther

314

Panthera hybrid

315

Parakeet

316

Parrot

317

Parrotfish

318

Partridge

319

Peacock

320

Peafowl

321

Pelican

322

Penguin

323

Perch

324

Peregrine falcon

325

Pheasant

326

Pig

327

Pigeon

328

list

329

Pike

330

Pilot whale

331

Pinniped

332

Piranha

333

Planarian

334

Platypus

335

Polar bear

336

Pony

337

Porcupine

338

Porpoise

339

Portuguese man o' war

340

Possum

341

Prairie dog

342

Prawn

343

Praying mantis

344

Primate

345

Ptarmigan

346

Puffin

347

Puma

348

Python

349

Quail

350

Quelea

351

Quokka

352

Rabbit

353

list

354

Raccoon

355

Rainbow trout

356

Rat

357

Rattlesnake

358

Raven

359

Dragon

360

Dragon

361

Red panda

362

Reindeer

363

Reptile

364

Rhinoceros

365

Right whale

366

Roadrunner

367

Rodent

368

Rook

369

Rooster

370

Roundworm

371

Saber-toothed cat

372

Sailfish

373

Salamander

374

Salmon

375

Sawfish

376

Scale insect

377

Scallop

378

Scorpion

379

Seahorse

380

Sea lion

381

Sea slug

382

Sea snail

383

Dragon

384

Dragon

385

Sheep

386

Dragon

387

Shrew

388

Shrimp

389

Silkworm

390

Silverfish

391

Skink

392

Skunk

393

Sloth

394

Slug

395

Smelt

396

Snail

397

Snake

398

Shark

399

Snipe

400

Snow leopard

401

Sockeye salmon

402

Sole

403

Sparrow

404

Sperm whale

405

Spider

406

Spider monkey

407

Spoonbill

408

Squid

409

Squirrel

410

Starfish

411

Star-nosed mole

412

Steelhead trout

413

Stingray

414

Stoat

415

Stork

416

Sturgeon

417

Sugar glider

418

Swallow

419

Swan

420

Swift

421

Swordfish

422

Swordtail

423

Tahr

424

Takin

425

Tapir

426

Tarantula

427

Tarsier

428

Tasmanian devil

429

Termite

430

Tern

431

Thrush

432

Tick

433

Tiger

434

Tiger shark

435

Tiglon

436

Toad

437

Tortoise

438

Toucan

439

Trapdoor spider

440

Tree frog

441

Trout

442

Tuna

443

Turkey

444

list

445

Turtle

446

Tyrannosaurus

447

Urial

448

Vampire bat

449

Vampire squid

450

Vicuna

451

Viper

452

Vole

453

Vulture

454

Wallaby

455

Walrus

456

Wasp

457

Warbler

458

Water Boa

459

Water buffalo

460

Weasel

461

Whale

462

Whippet

463

Whitefish

464

Whooping crane

465

Wildcat

466

Wildebeest

467

Wildfowl

468

Wolf

469

Wolverine

470

Wombat

471

Woodpecker

472

Worm

473

Wren

474

Xerinae

475

X-ray fish

476

Yak

477

Yellow perch

478

Zebra

479

Zebra finch

480

Shark

481

Shark

482

Shark

483

Snake

484

Alpaca

485

Bali cattle

486

Cat

487

Cattle

488

Chicken

489

Dog

490

Snake

491

Snake

492

Snake

493

Snake

494

Snake

495

Viper

496

Goose

497

Cat

498

Hog

499

Snake

500

Viper

501

Viper

502

Silver Fox

503

Turkey

504

Donkey

505

Fancy mouse

506

Fancy rat

507

Lab rat

508

Ferret

509

Gayal

510

Goldfish

511

Guinea pig

512

Guppy

513

Horse

514

Koi

515

Llama

516

Ringneck dove

517

Sheep

518

Siamese fighting fish

519

Society finch

520

Yak

521

Water buffalo

Violent Actions (d22)

d22 Result

1

Lacerate

2

Ravage

3

Decimate

4

Subvert

5

Extort

6

Sabotage

7

Jeopardize

8

Decapitate

9

Bludgeon

10

Garrote

11

Glutted

12

Writhe

13

Vitiate

14

Choke

15

Attack

16

Kill

17

Extort

18

Punch

19

Murder

20

Strangle

21

Slash

22

Break

Directions (d6)

d6 Result

1

Up

2

Down

3

Left

4

Right

5

Back

6

Forward

Fashion Items (d42)

d42 Result

1

Belts

2

Boots

3

Bracelets

4

Coats

5

Dresses

6

Hats

7

Hoodies

8

Jumpsuits

9

Kilts

10

Parkas

11

Rings

12

Shoes

13

Suits

14

Sweaters

15

Tuxedos

16

Watches

17

Umbrellas

18

Wallets

19

Windbreakers

20

Sunglasses

21

Stilettos

22

Sneakers

23

Shorts

24

Sandals

25

Robes

26

Raincoats

27

Pants

28

Necklaces

29

Luggage

30

Lingerie

31

Kimonos

32

Keychains

33

Jewelry

34

Handbags

35

Flats

36

Earrings

37

Cufflinks

38

Clutches

39

Bras

40

Boxers

41

Blazers

42

Backpack

Religious Figure (1d18)

1d18 Result

1

Lama

2

Zoroaster

3

Rishabhanatha

4

Muhammad

5

Maimonides

6

Francis

7

Holmes

8

Luther

9

Guru Nanak

10

Aquinas

11

Nicholas

12

Confucius

13

Buddha

14

Jesus

15

Smith

16

Calvin

17

Krishna

18

Peter

Geographic Regions (d8)

d8 Result

1

African

2

Asian

3

Caribbean

4

American

5

European

6

American

7

Oceanian

8

American

Dates (d20)

d20 Result

1

January 26th

2

November 11th

3

May 1st

4

May 9th

5

April 24th

6

June 1st

7

December 1st

8

December 8th

9

November 20th

10

December 3rd

11

May 25th

12

May 18th

13

April 20th

14

May 24th

15

June 21st

16

June 8th

17

April 30

18

February 2nd

19

October 19th

20

September 9th

Drugs (1d29)

1d29 Result

1

Alcohol

2

Ayahuasca

3

Cannabis

4

Benzo

5

Cocaine

6

Fentanyl

7

GHB

8

Hallucinogen

9

Heroin

10

Inhalant

11

Ketamine

12

Khat

13

Kratom

14

LSD

15

MDMA

16

Mescaline

17

Meth

18

DXM

19

Looper

20

PCP

21

Oxy

22

Speed

23

Shroom

24

Roofie

25

Salvia

26

Steroid

27

Spice

28

Flakka

29

Tobacco

BuildingsNames (d20)

d20 Result

1

A-Frame

2

Armory

3

Barn

4

Crypt

5

Dome

6

Fortress

7

Garage

8

Gym

9

Gymnasium

10

High-Rise

11

Hangar

12

Lodge

13

Lighthouse

14

Mall

15

Mansion

16

Pavilion

17

Plant

18

Ranch

19

Store

20

Temple

Physical Traits (d20)

d20 Result

1

Tall

2

Short

3

Petite

4

Tiny

5

Big

6

Large

7

Burly

8

Beefy

9

Fat

10

Thick

11

Lush

12

Plump

13

Lanky

14

Slim

15

Lean

16

Slender

17

Trim

18

Thin

19

Skinny

20

Sturdy

Cyberware (1d18)

1d18 Result

1

Augmentation

2

Assisted Glide

3

Banshee

4

Cybernetic

5

Deadman Circuit

6

Dermal

7

Stabilization Factor

8

Fleshmod

9

Full Body Conversion

10

Hemosynthetic

11

Holdout

12

Readout

13

Recovery

14

Redundant Systems

15

Retribution Shield

16

Dampers

17

Titan Gun

18

Viper Sting

Intimidating adjective (d20)

d20 Result

1

Terrifying

2

Scary

3

Frightening

4

Formidable

5

Horrible

6

Terrible

7

Alarming

8

Fearful

9

Dread

10

Shocking

11

Horrifying

12

Forbidding

13

Creepy

14

Startling

15

Eerie

16

Fearsome

17

Threatening

18

Dreadful

19

Daunting

20

Frightful

Weapons (d20)

d20 Result

1

Cannon

2

Mortar

3

Anthrax

4

Ricin

5

Sling

6

Spear

7

Sword

8

Dagger

9

Grenade

10

Torpedo

11

Tomahawk

12

Bazooka

13

Blowgun

14

Rifle

15

Shotgun

16

Pistol

17

Revolver

18

Machine Gun

19

Battering Ram

20

Greek Fire

Cyberpunk Surnames (d44)

d44 Result

1

Diseth

2

Avison

3

Sonoda

4

Dilucca

5

Rocheford

6

Sabine

7

Cayne

8

Esperon

9

Cedeno

10

Forgrave

11

Basset

12

Belmont

13

Lockley

14

Blackford

15

Flanigan

16

Kendrick

17

Lane

18

Dial

19

Khalifa

20

Black

21

Ashley

22

Kenner

23

Blue

24

Sims

25

Kent

26

Dkymm

27

Gunner

28

Fox

29

Carter

30

Silver

31

Rhoades

32

Ivy

33

Malkova

34

Reid

35

White

36

Vox

37

Fawx

38

Grey

39

Griffith

40

Jensen

41

Rain

42

Sunderland

43

Ames

44

Lynn

Cyberpunk First Names (d127)

d127 Result

1

Toni

2

Simula

3

Akiko

4

Parity

5

Gerty

6

Shaylea

7

Kalle

8

Star

9

Ayvee

10

Chang

11

Alexa

12

Adi

13

Lexie

14

Angel

15

Ning

16

Sprite

17

Io

18

Anna

19

Lunar

20

Alita

21

Asta

22

Pipa

23

Pixel

24

Link

25

Amiga

26

Meta

27

Organia

28

Chyu

29

Tiff

30

Gai

31

Jeri

32

Rina

33

Tetra

34

Iris

35

Nyx

36

Poly

37

Electra

38

Ayaka

39

Mae

40

Nion

41

Astrid

42

Aria

43

Orlaith

44

Annora

45

Vanina

46

Kaitlyn

47

Nikki

48

Anna

49

Kira

50

Molly

51

Kacey

52

Carli

53

Zazie

54

Kayley

55

Aidra

56

Lenna

57

Liya

58

Lana

59

Madyson

60

Demi

61

Val

62

Kendra

63

Skylar

64

Xev

65

Britt

66

Leah

67

Alina

68

Petra

69

Caprice

70

Megan

71

Sasha

72

Karla

73

Romi

74

Tasha

75

Edyn

76

Brandi

77

Nora

78

Nova

79

Daiko

80

Dani

81

Kitana

82

Niko

83

Dare

84

Grid

85

Brick

86

Catch

87

Mox

88

Dozer

89

Ghost

90

Chen

91

Juan

92

Wallace

93

William

94

Brad

95

Tom

96

Blaze

97

Crispin

98

Cyrano

99

Derry

100

Cael

101

Devin

102

Edvin

103

Ezra

104

Harlen

105

Isaiah

106

Klavan

107

Loki

108

Idris

109

Jace

110

Kian

111

Lucius

112

Milo

113

Ridley

114

Rivo

115

Oren

116

Sagan

117

Storm

118

Sorrel

119

Ryker

120

Sven

121

Zio

122

Uriah

123

Xander

124

Zephyr

125

Torin

126

Xavion

127

Zen

Sins (d8)

d8 Result

1

Lust

2

Gluttony

3

Greed

4

Sloth

5

Wrath

6

Envy

7

Pride

8

Judging

Random Words (d20)

d20 Result

1

Amazing

2

Interesting

3

Charming

4

Kind

5

Sincere

6

Loving

7

Usual

8

Common

9

Normal

10

Terrible

11

Remarkable

12

Significant

13

Absolute

14

Happy

15

Delighted

16

Joyful

17

Elegant

18

Bright

19

Charming

20

Magnificent

Appealing adjective (d20)

d20 Result

1

Attractive

2

Charming

3

Pleasant

4

Alluring

5

Beautiful

6

Fascinating

7

Glamorous

8

Lovely

9

Pleasing

10

Handsome

11

Elegant

12

Captivating

13

Enchanting

14

Adorable

15

Magnificent

16

Dazzling

17

Delectable

18

Marvelous

19

Cheerful

20

Gracious

Cities (d88)

d88 Result

1

Atlanta

2

Berlin

3

Bellingham

4

Boston

5

Cheyenne

6

Chicago

7

Dallas

8

DeeCee

9

Denver

10

Detroit

11

Europort

12

Hamburg

13

Halifax

14

Juarez

15

La Habana

16

London

17

Los Angeles

18

Manhattan

19

Merida

20

Miami Metroplex

21

MSP'plex

22

Paris

23

Pittsburgh

24

Quebec City

25

Sacramento

26

Sarajevo

27

Santa Fe

28

Sadkatoon

29

Seattle

30

Space City

31

St. Louis

32

Tenochtitlán

33

Hong Kong

34

Seoul

35

Dhaka

36

Lhasa

37

Katmandu

38

Bangkok

39

Neo Tokyo

40

Osaka

41

Vladivostok

42

Perth

43

Manila

44

Brisbane

45

Sydney

46

Cape Town

47

Lagos

48

Lima

49

Quito

50

Metropole

51

Manaus

52

Buenos Aires

53

Caracas

54

Merida

55

Kingston

56

San Juan

57

Bogata

58

Tallinn

59

Vilnius

60

Warsaw

61

Kiev

62

Bucharest

63

Constantinople

64

Athens

65

Rome

66

Tunis

67

Nice

68

GeMiTo plex

69

Rhine-Ruhr plex

70

SOX (Saar-Lorraine Luxembourg)

71

Venice

72

Madrid

73

Lisbon

74

Amsterdam

75

Frankfurt Sprawl

76

Stuttgart

77

London

78

Birmingham

79

Newcastle-Tynesprawl

80

Meresysprawl

81

Brussels EC

82

Paris

83

Dublin

84

Scotsprawl

85

Munich

86

Liepzig

87

Hannover

88

Bremen

mythic figures (d20)

d20 Result

1

Zeus

2

Prometheus

3

Apollo

4

Dionysus

5

Aphrodite

6

Hermes

7

Athena

8

Hades

9

Ares

10

Amaterasu

11

Izanagi

12

Raijin

13

Kappa

14

Ebisu

15

Nuwa

16

Chiyou

17

Pangu

18

Anansi

19

Ọya

20

Ogun

Industry (d20)

d20 Result

1

Manufacturing

2

Production

3

Industry

4

Agriculture

5

Tertiary

6

Transport

7

Food

8

Trade

9

Retail

10

Education

11

Construction

12

Finance

13

Marketing

14

Technology

15

Investment

16

Capital

17

Stock

18

Exchange

19

Aerospace

20

Distribution

natural disasters (d12)

d12 Result

1

Earthquake

2

Tsunami

3

Flood

4

Tornado

5

Landslide

6

Wildfire

7

Drought

8

Tropical cyclone

9

Blizzard

10

Avalanche

11

Volcano

12

Storm

Natural feature (d20)

d20 Result

1

Badlands

2

Waterfall

3

Brook

4

Cape

5

Coast

6

Dune

7

Fissure

8

Glen

9

Highland

10

Hillside

11

Island

12

Knoll

13

Mainland

14

Mountain Peak

15

Mountain Pass

16

Narrows

17

Oasis

18

Peak

19

Rapids

20

Volcano

Natural phenomenon (d10)

d10 Result

1

Aurora

2

Arc

3

Halo

4

Green Flash

5

Rays

6

Brocken Specter

7

Lightning

8

Sun Dog

9

Alpenglow

10

Fire Whirl

Written Numbers (d20)

d20 Result

1

One

2

Two

3

Three

4

Four

5

Five

6

Six

7

Seven

8

Eight

9

Nine

10

Ten

11

Eleven

12

Twelve

13

Thirteen

14

Fourteen

15

Fifteen

16

Sixteen

17

Seventeen

18

Eighteen

19

Nineteen

20

Twenty

Chat GPT (d100)

d100 Result

1

Neon

2

OmniTech

3

CyberNex

4

BioSynth

5

NeoGlobal

6

QuantumDyne

7

SynthiCore

8

TitanNet

9

NanoVerse

10

TechnoMega

11

ViraSec

12

CyberLink

13

GenoSys

14

CyberScape

15

MechArmor

16

VirtuaSys

17

Renegade

18

NeuroPulse

19

AstraZenix

20

NucleoSynth

21

MetaTech

22

XenoCore

23

BioWave

24

OmniCom

25

QuantumEdge

26

CyberGenix

27

SynthiWave

28

TitanX

29

NanoTech

30

MechMorph

31

VirtuaNet

32

PulseTech

33

BioNova

34

Nexus

35

QuantumFusion

36

SynthiWave

37

TitanWave

38

NanoTech

39

MechMorph

40

NeuroLink

41

BioScape

42

OmniWave

43

QuantumSynth

44

VirtuaGen

45

MetaSys

46

XenoLink

47

BioMegaCorp

48

PulseNet

49

QuantumNex

50

SynthiGenix

51

TitanScape

52

MechWave

53

VirtuaSynth

54

NeuroMegaTech

55

BioFusion

56

Nexus

57

QuantumPulse

58

CyberCore

59

SynthiCom

60

VirtuaFusion

61

PulseLink

62

TitanCore

63

QuantumWave

64

NanoMegaTech

65

SynthiNex

66

MechCom

67

NeuroWave

68

PulseMegaCorp

69

TitanSolutions

70

BioNet

71

QuantumArmor

72

OmniWave

73

VirtuaPulse

74

SynthiTech

75

MetaNex

76

CyberFusion

77

NanoScape

78

NeuroTech

79

QuantumNova

80

BioLink

81

PulseSynth

82

TitanNova

83

VirtuaWave

84

SynthiMegaCorp

85

OmniLink

86

MechPulse

87

CyberNova

88

QuantumTech

89

BioScape

90

NeuroNex

91

TitanTech

92

VirtuaNova

93

SynthiArmor

94

NanoCom

95

PulseTech

96

OmniNova

97

CyberFusion

98

QuantumScape

99

BioMegaTech

100

NeuroWave

Political (d20)

d20 Result

1

Working Class

2

Independent

3

Democratic

4

Republic

5

Peace and Freedom

6

Victory

7

Constitution

8

Working Party

9

Alliance

10

Unity

11

Justice

12

People's Party

13

Libertarian Association

14

Progressive

15

Ecology

16

Grassroots

17

Labor Party

18

United Citizens

19

Sovereign

20

Federalist

religious terms (d20)

d20 Result

1

Faith

2

Worship

3

Prayer

4

Sacrament

5

Revelation

6

Salvation

7

Atonement

8

Divine

9

Messiah

10

Sin

11

Redemption

12

Ritual

13

Grace

14

Penance

15

Resurrection

16

Enlightenment

17

Sacred

18

Prophesy

19

Baptism

20

Pilgrimage

Rivers (d20)

d20 Result

1

Amazon

2

Rio Grande

3

Mississippi

4

Yangtze

5

Ganges

6

Volga

7

Danube

8

Mekong

9

Colorado

10

Rhine

11

Indus

12

Niger

13

Murray-Darling

14

Yukon

15

Tigris

16

Euphrates

17

Columbia

18

Amur

19

Paraná

20

Orinoco

Services (d20)

d20 Result

1

Cleaning

2

Legal

3

Accounting

4

Health and Wellness

5

IT Support

6

Transportation

7

Marketing and Advertising

8

Financial Advisory

9

Education and Tutoring

10

Home Renovation

11

Event Planning

12

Pet Care

13

Landscaping and Gardening

14

Catering

15

Fitness and Personal Training

16

Graphic Design

17

Web Development

18

Healthcare

19

Translation and Language

20

Real Estate

Latin Words (d20)

d20 Result

1

Amicus

2

Lux

3

Veritas

4

Vita

5

Deus

6

Terra

7

Tempus

8

Natura

9

Amor

10

Manus

11

Homo

12

Rex

13

Aqua

14

Caelum

15

Fides

16

Pax

17

Bellum

18

Scientia

19

Salus

20

Fortuna

physics terms (d20)

d20 Result

1

Gravity

2

Velocity

3

Acceleration

4

Force

5

Mass

6

Energy

7

Momentum

8

Frequency

9

Wavelength

10

Amplitude

11

Quantum

12

Photon

13

Electromagnetism

14

Thermodynamics

15

Friction

16

Inertia

17

Kinetic Energy

18

Potential Energy

19

Pressure

20

Quantum Mechanics

Leader Main Strength (d20)

d20 Result

1

2

Charm, able to persuade other NPCs and people with their winning ways

3

Cunning, having plans for any occasion and a backup after that

4

Debts, being owed favors by one or more important other people

5

Deception, capable of tricking and misleading others easily

6

Family, related to someone of greater importance or influence

7

Foresight, able to clearly predict the likely outcomes of current situations

8

Friendship, being good friends with someone important or powerful

9

Gear, possessed of high-quality cyber, weaponry, drones, or other useful equipment

10

Inspiration, able to goad others to pursue a shared goal as if it were their own

11

Luck, beyond any ordinary measure to a very noticeable degree

12

Money, being unusually wealthy for someone in their position

13

Prowess, with their physical form somehow dramatically stronger and tougher than most

14

Secrets, privy to blackmail information or valuable knowledge hidden from most

15

Skills, possessed of a rare or important skill to an unusual degree

16

Stealth, very difficult to locate or follow if they don’t care to be pursued

17

Ties, linked professionally to an organization or group that is very dangerous to offend

18

Violence, either being personally fearsome or having ties to those who are

19

Willpower, driven to obtain their aim with tireless, ferocious determination

20

Wisdom, able to discern a practical path to their desires even when all is murky

Leader Virtues or Qualities (d20)

d20 Result

1

Always keeps the spirit of their bargains

2

Avoids lying in all but dire circumstances

3

Cherishes an idealistic dream

4

Courage of unusual degree

5

Devoted to their family

6

Exceptionally kind to the weak

7

Extremely fastidious about their duties

8

Extremely trustworthy to friends

9

Forgiving temperament, even if unwise

10

Generous even when it is difficult

11

Has an excellent sense of humor

12

Hates underhanded schemes and plots

13

Incorrupt about their given responsibilities

14

Is a good, trustworthy leader to minions

15

Keeps calm even under intense pressure

16

Loyal subordinate to their chosen leader

17

Never backs down from a promise

18

Patient when taxed or annoyed

19

Self-sacrificing for what they believe in

20

Thoughtful and not given to quick anger

Leader Personality Flaws (d20)

d20 Result

1

Accepts bribes or considerations

2

Addicted to a drug or indulgence

3

Blames their failures on something else

4

Careless and sloppy with their duties

5

Easily breaks promises to others

6

Easily led astray by a pretty face

7

Exceptionally greedy despite its dangers

8

Has fits of violent anger

9

Irrational hatred for a class or type

10

Leaves a trail of mistreated lovers

11

Lies even when it’s not terribly useful

12

Militantly unfaithful to their partner

13

Obsessed with a very expensive pastime

14

Promises far more than they actually do

15

Prone to betraying unprofitable causes

16

Prone to fits of cowardice

17

Reckless desire for fame and glory

18

Spendthrift prone to getting into debt

19

Steals even when it’s not very convenient

20

Thoughtless with those closest to them

Leader Problems (d20)

d20 Result

1

A family member or friend has a problem

2

A subordinate wants their job

3

Their kids are doing something stupid

4

Their spouse or partner is furious

5

Their superior is very displeased with them

6

They botched their last responsibility

7

They hate their current job or boss

8

They need rare or costly medical aid

9

They owe more than they can pay

10

They’re being blackmailed or coerced

11

They’re being pursued by a dire nemesis

12

They’re in dire need of money

13

They’re stifled and bored in their job

14

They’re struggling with mental trauma

15

They’ve been given a job too big for them

16

They’ve earned a dangerous foe

17

They’ve gotten addicted to something

18

They’ve inherited someone else’s problem

19

They’ve lost or had stolen a vital thing

20

They’ve made promises they can’t keep

Leader Desires (d20)

d20 Result

1

They want an appealing new lover

2

They want more leisure time to themselves

3

They want more money

4

They want respect and admiration

5

They want to acquire a different job

6

They want to boost a friend’s career

7

They want to carry out a secret command

8

They want to depose their boss

9

They want to earn forgiveness

10

They want to escape their past choices

11

They want to harm an enemy organization

12

They want to indulge in pleasures

13

They want to kill some enemy

14

They want to leave their current life

15

They want to live in a different place

16

They want to live in a different place

17

They want to prove themselves to others

18

They want to pursue a tempting secret

19

They want to rescue someone from trouble

20

They want to take revenge on a foe