Spook

8 Wounds, Pistols or Rifles.

1 appearing.

Black cars with tinted windows. Back rooms with doors bolted from the outside. Stakeouts under the cover of night. Woe to those who incur the wrath of the US government. Spooks hail from the Capitol and answer to a shadowy figure known only as The Chief. They never sleep and they’re ever-watchful.  

August 22, 2025 thing






Goon

3 Wounds, Weapons.

d3 appearing.

A broken bone. A busted lip. A black eye. Paltry distractions for the real hurt you’ll be undertaking. 1:6 chance a Goon turns out to be a rat working with the Coppers.

For every 3 Goons. A 6 Wounds Enforcer is present.

Enforcer

6 Wounds, Weapons.

A truly terrifying individual. Not even the Boss compares to the cold stare and the bloody curl of the lip. Enforcers are often targets of Goons that turn out to be rats.  

August 20, 2025 person






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 3d6*10

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 2d6 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.

August 19, 2025 generator






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 from the Chambers Street Wharf 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.  

August 19, 2025 animal