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The Towninator

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Pedro Gonçalves
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0% found this document useful (0 votes)
5 views

The Towninator

Uploaded by

Pedro Gonçalves
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Towninator

...Powering up for kickstarter

Introduction
Welcome to the Towninator! This is a tool to quickly generate vivid and buzzing towns,
cities, and even metropolises. All with the storytelling and player experience in focus.
With this tool you can focus your Game Master Powers on what's important, Storytelling and
having fun around the table.
This tool is made for a tabletop RPG set in a fantasy medieval setting.
A quick note, this isn't meant to be a world building tool so something has deliberately been
left out.

Here is the download link:


https://app.gumroad.com/hexgaard
(Just type in $0 and you’ll get it free)

If you want to get hold of me please reach out to me here:


[email protected]

The Towninator and how to use it


The Towninator consists of 1 page that you will need in order for it to work. All the other
pages after this one page are basically treated as optional add ons called: Mod-ons.
The Front Sheet, now referred to as the towninator, will have enough for the game master to
keep the story rolling and keep the players entertained.
I suggest adding extra modules later in the game when the players have become invested in
the town.

The Towninator will allow you as a game master to keep track of all your towns in your
setting/world. And it will furthermore allow you to note down how the towns are developing
and how your players have influenced them through your play sessions.

Now, grab a towninator sheet and give it a name!

Town size and Age


When you start by rolling your town you will decide how big you want your town to be, or roll
a six-sided dice (D6). And depending on what number you get, you’ll get the corresponding
Category Dice. These dice are used to roll the specific stats in each City Category.
These are 2 of the 11 Categories: Crime and Culture.

We start by rolling one six-sided dice(D6) and refer the rolled number to the table under Roll.

We rolled 1 and we got a Hamlet-sized town.

Write Hamlet next to the “Size” keyword on your towninator sheet. Decide how many people
live in your town, refer to the Inhabitants column to see how many are able to live in the town
and choose a number that does not exceed the inhabitant number.
The next step is to look at what Category Dice that are available. Since we have rolled a
hamlet-sized town we receive 9 four-sided dice (D4) and 2 six-sided dice (D6) with a
modifier (+2).
Roll Size Category Inhabitants Age
(D6) Dice

1 Hamlet 9 - D4 < 100 Min. 150 Years old


2 - D6 +2

2 Village 4 - D4 100 - 1.000 Min. 400 Years old


3 - D6 +1
2 - D8 +2
2 - D10 +4

3-4 Town 4 - D6 +1 1.001 - 25.000 Min. 700 Years old


4 - D8 +2
1 - D10 +4
2 - D12 +5

5 City 2 - D8 +2 25.000 - 100.000 Min. 1000 Years old


4 - D10 +4
2 - D12 +5
3 - D20 +6

6 Capital 11 - D20 +6 >100.000 Min. 1200 Years min

Roll: When you roll a D6 this is the number you will refer to get the town size

Size: The name for your new town’s size

Dice: The dice you are able to roll for the category score

Inhabitants: The number of people your town can hold

Age: The approximate age of the town

Categories
Let's continue with our hamlet example.
Now we have to roll all of our dice and write down a number in each of the hamlet's category
boxes.
These are aligned left on the page, placed in the grey box.

There’s no limit on how high a category score can be. Which means your players can help
the city grow to unlimited heights!

A continuation of the hamlet example

The category number is a way for you as a GM to quickly glance at and get a feel on how
this town is. a 1 in a category is REALLY bad. meaning that this aspect of the town is maybe
more an idea in the town than it has an actual physical representation.
A 30 is closing in on something that is REALLY noble and “god-like”

Development
Development points give the players a unique possibility to interact with the town.
Development is the 3 circles you see on top of each category.

When you roll for development take a D4 and roll for each category.

Eg. going from 1 to 2. This will give that town more benefits, maybe upgrading your town's
taverns or getting a shitty smithy.

If you roll a 4 on a d4 you will add 1 to the category number and not fill in any development
points.
eg
If you have a “4” in a category and you roll a d4 - 4. This makes your category score 5

This is a way to keep track of how that specific category in your town is developing.
Each time your players do something to benefit a specific category you'll fill in a dot in the
development track.

Having 3 circles ticked in development and getting the 4th will develop to the next level.

Terrain modifier
The terrain modifier will have an effect on one or more categories in your town. You will be
able to pick or roll the Main terrain feature and look up its modifier. And distribute the points
to your liking into multiple categories or just slaughter one of them.

After you have rolled the main terrain feature you have the option to roll for the secondary
terrain feature; this is optional. The Secondary Terrain Feature will only have an effect on the
development points in 1 category.

D20 Main Terrain Modifier D4 Secondary terrain Development


Feature (Optional) Points

1 Arctic -3 1 Coastal Wetlands -1


2 Glacier 0
3 Glacial River +1
4 Upland Tundra +1

2 Desert -1 1 Sand Dunes -1


2 Mesa 0
3 Barren plains -1
4 Oasis +5

3 Forest +2 1 Dense Forest -1


2 Sparse Forest -1
3 Forest River +1
4 Scattered Forest 0

4 Grassland 0 1 Plains +1
2 Hills +1
3 Wetlands -1
4 Scorched -2

5 High mountains -3 1 Icefields -1


2 Glacier -1
3 Summit 0
4 Slope +1

6 Hill(s) +1 1 River +2
2 River Delta +3
3 Small Forest +1
4 Rocky fields -1

7 Islands +2 1 Forest +1
2 Archipelago 0
3 Crater Formation -1
4 Single Island 0

8 Jungle -1 1 Hills +1
2 Mangrove -2
3 Rivers +2
4 Dense Jungle -1

9 Lake +2 1 Small Island 0


2 Large Island +1
3 Oxbow lakes 0
4 River delta +2

10 Mountain -1 1 Icefields -1
2 Glacier -1
3 Summit 0
4 Caves +1

11 Ocean -2 1 Islands +1
2 big island +1
3 Rocky island 0
4 Cliffs -1
12 Plain 0 1 Barren -2
2 Lush +2
3 Forest +2
4 High plains +1

13 Plateau 0 1 Potrero +1
2 Chapada 0
3 Butte 0
4 Tuya -1

14 Rain forest -2 1 Dense Forest -1


2 Huge Clearing +2
3 Gargantuan trees +3
4 Mangrove -1

15 River +4 1 Small Island 0


2 Large Island +1
3 Oxbow lakes 0
4 River delta +2

16 Savanna -1 1 Isolate hills +1


2 Escarpments -2
3 Wetland -2
4 Floodplains +1

17 Sea -1 1 Archipelago +1
2 Crater islands +2
3 Island 0
4 Barrier island -1

18 Swamp +1 1 Forest +1
2 Marsh -2
3 lakes +1
4 River +1

19 Tundra -3 1 Steppes -1
2 Mountains +1
3 Cliffs -1
4 Rivers +2

20 Valley +3 1 Hills +1
2 Mountain +1
3 Lake +2
4 Cliffs -1

Buildings
Each category has 5 standard buildings connected to them and each building acts as a
representation of what it is.
If you have put a 1 next to a tavern does not mean that there is only one tavern but that the
taverns in this town reach at max 1 on the lifestyle scale, which is poor.
If you have a town with “5 tavern” now at least 1 of the taverns in this town are of the Noble
quality.

Building Points
After you have rolled categories you will be able to place points into building types next to
the category boxes. Each building may at maximum have 5 points which defines the quality
of the building type.

Now you have 1 Building Point for every 2 Category Points.

Quality scale
- Forlorn

1 Poor

2 Simple

3 Fair

4 Good

5 Excellent

City specialty
You can either pick or roll your city’s Specialty. This is where you want this town to have its
focus whether it’ll be Mercantile, Military, Culture etc.
Each specialty will have a unique influence on each category and even some buildings might
be affected.

You can either pick or roll from the chart below

D6 Specialty

1 Agricultural

2 Cultural

3 Education

4 Industrial

5 Mercantile

6 Militaristic
1 Agricultural
Pick 1 of the 3 and add +1 to that category:
● Culture
● Health
● Wealth

* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step

Add +1 to one the following buildings:


● Stock
● Warehouse
● Sewers
● Inn

2 Cultural
Pick 1 of the 4 and add +1 to that category:
● Culture
● Education
● Recreation
● Worship

* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step

Add +1 to two the following buildings:


● Inn
● Statue
● Obelisk
● Baths
● Temple

3 Education
Pick 1 of the 5 and add +1 to that category:
● Culture
● Health
● Order
● Production
● Education

* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step

Add +1 to two the following buildings:


● Inn
● School
● institution
● Baths

4 Industrial
Pick 1 of the 3 and add +1 to that category:
● Production
● Wealth
● Trade

Subtract 1 from Health

* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step

Add +1 to two the following buildings:


● Inn (Culture)
● Statue (Wealth)
● Jeweler (Production)
● Baths (Recreation)

5 Mercantile
Pick 1 of the 3 and add +1 to that category:
● Recreation
● Trade
● Wealth

* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step

Add +1 to 1 of the following buildings:


● Vault
● Monument
● Restaurant
● Market

6 Militaristic
Pick 1 of the 3 and add +1 to that category:
● Order
● Military
● Worship

Subtract 1 from Crime

* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step
Add +1 to 2 of the following buildings:
● Barracks
● Stables
● Pillar
● Castle
● Prison
● Sanctuary

Notable NPCs
Having a list of names at the front page is always good, you can expand and go into depth
by adding in the NPC module

Import/export
Depending on what terrain features you have surrounding your village you might want to pick
something that is in alignment with that.
Otherwise roll on the d100 table at the end of this rule document.

Fame
Your players will interact with the different elements of the town during playthroughs. Either
in a good or bad way. This is where the fame system comes in handy.
It can either go up or down by 2 points: eg -2 or +2.

Depending on what the fam the players have in a given town, this will aid in developing the
town or convincing a NPC, or it could throw the town right down the gutter.

When gaining 1 point anywhere in the town you will add the fame modifier to the point.

e.g.
Gaining 1 development point and having a +2 fame modifier means that you’ll gain 3
development points.

Fame keyword Modifier

Famous 3

Revered 2

Friendly 1

Neutral 0

Unfriendly -1

Hostile -2
Infamous -3

Modular add-ons

NPC sheet

This part means that an NPC has 3 main ways to influence them.
The oval box on top is for writing stuff like “anger”, “greed”, “lust” etc.
Then you roll or decide a number from 1-20.
1 is that this character is not able to be influenced via this method.
20 The character can very well be persuaded with this method
eg.

The small circles are the player influence on this character 3 dots and it changes from 6 to 7
And of course it is up to the GM how many dots or whole numbers you want to reward the
players with when they have succeeded with their task.

The npc sheet is modular in its nature, so if a character is skipping town you just pull out the
sheet and place it behind another front sheet of a town.

Building Sheet
The building sheet is mainly for buildings.
What you see on this page is 3 of the boxes you see here. And an influence sphere with 3
dots below it.( it might be changed to a square box). The influence box is the number that is
next to a building type or a lower number. The lines below it are for descriptions.
The top line below the influence circle is for the building type

Faction Sheet

D100 tables

Import & Export


TBD
Production
Trade
Wealth
Terrain

d% Trade goods Requirements Building requirement Terrain requirements

1 Grain(Rye) Production 4 - grassland, fields

2 Grain(Barley) Production 4 - grassland, fields

3 Grain(Millet) Production 4 - grassland, fields

4 Grain(Oat) Production 2 - grassland, fields

5 Grain(Rice) Production 1 - grassland, fields,hills

6 Metal Production 6 mines Mountains, hills,

7 Fish Trade 3 or Harbor river, lake,


production 4
8 Wood Production 3 - Forest, jungle

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