Rat

1 Wound, Teeth and Claws.

d66 appearing, rolling again and combining results if doubles are rolled (e.g. 22, 33, 44, etc.).

Wharf Rat

From parts unknown they came—chittering, squeaking hordes secreted away in crates and barrels on long-haul freighters. To this land they came, and they flourished.

For every 10 Rats, a 2 Wounds buck is present. If 30+ are present, a 4 Wounds buck is there.

Wharf Rats originating in the 2nd Precinct possess a sleek black coat and webbed feet. If more than 100 are present, they have a Rat King in their midst.  

Sewer Rat

Since the days of Luc du Lac they have been here—in the streets, in the alleyways, and in the sewers. They grow to terrible proportions, feeding on the waste of New Babylon.

For every 5 Sewer Rats, a 4 Wounds buck is present. If 10+ are present, a 6 Wounds buck is there.

Rat King

5d6 Wounds, Teeth and Claws.

A grotesque assemblage of Rats conjoined by their tails. Yokum’s American Museum may well pay good money for a specimen—dead or alive.  

March 24, 2024 crimewave animal






Gates of Babylon Blockfill Procedure

Heavily based off of Luke Gearing’s Wolves Upon the Coast Hexfill Procedure

Per block, roll a d6.

d6 Block Contents

1-2. Vacant Lot

3. Dwelling

4. Business

5. Hideout

6. Weird

Dwelling

Roll a d6 to determine Size and Population, and an additional d6 for Notes. Mansions are manually placed, and have populations in single digits.

d6 Size Population

1-3. Camp d6*100

4. Tenement d66*100

5. Boarding House d6*10

6. Headquarters 2d6*10

d6 Notes

1-3. Relationship to nearby block.

4. A service or friend.

5. Unfriendly.

6. Roll again & once on Weird.

Business

Roll a d6 to determine Type and Cash, and an additional d6 for Notes. Banks are manually placed, and have Cash in the thousands.

2d6 Type Cash

2. Department Store $3d6*100

3. Magazine $d6

4. Tailor $2d6*10

5. Pharmacy $d6*10

6. Pawn Shop $3d6*10

7. Bar $2d6*10

8. Restaurant $3d6

9. Grocer $2d6

10. Barber $d6

11. Radio Station $3d6

12. Newspaper $2d6

d6 Notes

1-3. Relationship to nearby block.

4. A service or friend.

5. Unfriendly.

6. Roll again & once on Weird.

Hideout

A rival gang haunts this place. Select/roll from the bosses present in the area, and place loot accordingly.

Weird

Roll 2d6 to determine the nature of the Weird on the block.

2d6 Weirdness

2. Loot.

3. Crime scene.

4. Strange tutor.

5. Strange ally.

6. Historical location.

7. Clue to nearby block.

8. Geography.

9. Animal behavior.

10. Strange merchant.

11. Art piece.

12. Occult doings.

March 24, 2024 crimewave generator