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Post by snorri on Mar 20, 2009 17:26:23 GMT -6
I tinkered a random table to creates customs for Carcosan societies. Each time you need a new villages, roll 1d6 to know the number of customs, then : Step 1 : Roll 1d61. Everybody 2. Elders 3. Men 4. Women 5. A sect 6. A secret society Step 2 : Roll 1d6+1d82. Eat 3 Worships 4. Sacrifices 5. Ignores 6. Hate 7. Mummify 8. Avoid 9. Prohibit 10. Are fond of 11. Purify 12. Burn 13. Drown 14. Bury Step 3 : rol 1d101. All 2. Colour (pick one randomly) 3. Big 4. Small 5. Fat 6. Thin 7. Diseased 8. Mutant 9. Radioactive 10. Tentacled Step 4 : roll 1d4+1d10
2. Women 3. Men 4. Elders 5. Dinosaurs 6. Insects 7. Aliens 8. Rocks 9. Trees 10. Insects 11. Plants 12. Drugs 13. Fungis 14. Snakes Step 5 : Roll 1d8 for reasons
1. Logical 2. Irrational 3. Mystical 4. Religious 5. Mathematical 6. Historical 7. Rational 8. Unknown So, as a example, in a village of blue men, with (1d6) 3 main customs: 3, 4, 4, 14, 4 Men sacrifice small snakes for mathematical reasons 5, 12, 8, 9, 3 A sect burns mutant trees for mystical reasons 1, 13, 4, 10, 7 All drown small insects for rational reasons It lets the DM (and the players) a wide range of interpretation, but makes the villages very different from one to another. And you know PCs should beware of mutants trees and cultists there... Please expand and improve these tables
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 20, 2009 18:21:38 GMT -6
That is a nice aid for the DM, Snorri. Good work.
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jrients
Level 6 Magician
Posts: 411
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Post by jrients on Mar 20, 2009 19:00:14 GMT -6
Expansions to Step 1
7. The children 8. The chieftain 9. A lone maniac 10. A particular family 11. Slaves 12. A high priest
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burke
Level 2 Seer
Posts: 45
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Post by burke on Mar 21, 2009 3:08:54 GMT -6
Thanks for the very cool tables! Have an exalt!
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Post by snorri on Mar 21, 2009 7:57:33 GMT -6
Expansion to step 5
9: Astrological 10: Secret 11: Ancestral 12: Fun
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Post by geoffrey on Mar 21, 2009 10:41:38 GMT -6
I am definitely going to use these tables in my campaign. Great stuff!
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Post by snorri on Mar 26, 2009 14:25:09 GMT -6
More Carcosan ethnology : clothes
The basic clothes in Carcossan societies are loincloths and boots, with leather cloaks or furs in harsh climates. But some groups or peoples wears different clothes. Roll 1d6 for the number of features for each village / tribe :
Step 1: Roll 1d12 to know who
1 - Everybody
2 - Men
3 - Women
4 - Elders
5 - Priests
6 –Warriors
7 – Children
8 - Slaves
9 - Widows
10 - Chiefs
11 - Courtisans
12 - Hunters
Step 2 : roll 1d10 to know what the wear
1 – Small
2 – Translucent
3 – Large
4 – Erotic
5 – Coloured
6 – Tight
7 – Leather
8 – Feathery
9 – Precious
10 - Nothing (don’t roll for step 3)
Step 3 : roll 1d12 to know what
1 – Chains
2 – Jewels
3 – Veil on their head
4 – Shirts
5 – Robes
6 - Skirts
7 – Pants
8 – Cloaks
9 – Bones
10 – Belts
11 - Armor
12 - Weapons
Step 3 : roll 1d8 to know when
1 – Every day
2 – Outdoor
3 – For ceremonies
4 – When (1-3 on 1d6) or Until (4-6 on 1d6) they’re married
5 – When (1-3 on 1d6) or Until (4-6 on 1d6) they’re Initiates
6 – At night
7 – At war
8 -When on mourning
If you want to explain strange features, you can use the ‘reasons’ table from the Customs tables.
For example, a village of blue men roll for 5 features :
- Men wears precious belts at war (for irrational reasons)
- Slaves wear feathery chains at war (for rational reasons)
- Elders wears feathery shirts until they're married (for mathemathical reasons) [which probably means they marry very late, for demographical reasons, and there is some relationship between marriage and slavery)
- Widows wear tight cloaks when on mourning (for mystical reasons)
- Priests wear tight skirts at night (for secret reasons)
Please improve these ones !
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Post by thelizardofoz on Mar 26, 2009 17:37:03 GMT -6
Body modifications d4
1 Piercing 2 Scarification 3 Amputation 4 Tattooing
Roll for Who and Why on relevant tables above.
Piercing d8
1 Tongue 2 Ear 3 Cheek 4 Lip 5 Belly button 6 Nose 7 Nipple 8 Genitals
Scarification d10
1 Full body 2 Partial body (1d6: 1 Upper half. 2 Lower half. 3 Right side. 4 Left side. 5 Front half. 6 Back half) 3 Head 4 Face 5 Arm 6 Leg 7 Hand 8 Foot 9 Chest 10 Back
Scarification Method d6
1 Cut 2 Burnt 3 Acid 4 Bitten 5 Clawed 6 Anything at hand (This group will use anything and everything to create the scars, as that is what's important to them, the scars themselves, not the method. Lasers, Rocks, Weapons, Animals, etc.)
Amputation d12
1 Arm 2 Hand 3 Leg 4 Foot 5 Eye 6 Tongue 7 Ear 8 Nose 9 Lips 10 Genitalia (partial) 11 Toe 12 Finger
Tattoos
This one could actually be a whole section on to itself. Everything from placement, type, materials used (making pigments out of the Jale, etc), size, meaning.....
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Post by snorri on Mar 26, 2009 18:28:57 GMT -6
Great! I guess the "6 ?" methode fro scarification could be either radioactivity or best, laser ?
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Post by Zulgyan on Mar 26, 2009 19:47:32 GMT -6
Maybe it means they have no clue and they'll try different methods of sacrification on the victim until one works. Poor fella.
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Post by thelizardofoz on Mar 26, 2009 22:09:33 GMT -6
The tattoo one can be really broad. An suggestions on a direction for it, or hell, post up a list, would be greatly appreciated. /derail Now it has me thinking about a person that is chosen at birth and as they grow, a record of the clan is tattooed on the chosen's body. Once it is covered, a new person is chosen and the current one is killed and skinned to preserve the skin and clan's history. Of course, this would be viewed as an honor. Proof that it has been way too long since I have played in a horror game. /end derail
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Post by snorri on Apr 13, 2009 13:27:23 GMT -6
More ethnology tables
Architecture Roll 1d6 traits for architecture of any community. In a town, if two or more colored men coexist, each one will have his own customs as architecture.
Step 1 (Who): Roll 1d12 1 Everybody 2 Aristocrats 3 Slaves 4 Women 5 Men 6 The chief 7 Foreigners 8 Priests 9 A Sorcerer 10 Deads 11 Dinosaurs 12 Hunters
Step 2 (Where, adjective) : Roll 1d10 1 Subterranean 2 Square 3 Round 4 Big 5 Small 6 Spheric 7 Long 8 Fungi-like 9 Pyramidal 10 Translucent
Step 3 (Where, word) : Roll 1d6 1 Houses 2 Huts 3 Towers 4 Caves 5 Cells 6 Bunkers
Step 5 (decored with, adjective): Roll 1d8 1 Colored (roll randomly) 2 Erotic 3 Translucent 4 Large 5 Carved 6 Cryptic 7 Beautiful 8 Scary
Step 5 (decored with, word): Roll 1d12 1 Windows 2 Bones 3 Curtains 4 Paintings 5 Ponds 6 Chimneys 7 Symbols 8 Mirrors 9 Walls 10 Lamps 11 Plants 12 Jars
Example: In a blue village, priests lives in round houses with cryptic ponds (maybe for weird rituals), while aristocrats like in subterranean towers with large windows (such as light pits) . Men form the common lives in long caves, probably around their lords towers, and got cryptic lamps in their homes (probably a religious symbol) while foreigners are let in the surrounding caves, in the fungi towers with curtains of their own colors. Dead bodies are put in big houses outdoor, with scary windows letting appear their decaying corpses.
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