Sunday, 24 June 2018

Fantasypunk Megacity Residential Building Generator

Following on from recent posts on suburb mapping and building stocking , here is a generator of residential buildings in The City.

It is a three step generator, roll on all three tables and combine the result to get a residential building. Use the tools here to stock the building as needed. 



Table 1, Raceoid base architecture, d20:

  1. Human, As per normal human architecture (varied and glorious).
  2. Scrabman, Generally tunnel down into the ground, gouged, dug and burrowed then organically smoothed over with masticated mouth glue, hypnotic organic patterns shaped into mouth glued architecture. Poorer scrabmen live on surface in makeshift dwellings made of the discarded removed, mined debris of the deeper dwellings - also organically glued but less impressive.
  3. Whiskered Man, Incredibly tight, narrow and constricting construction. Most other raceoids find visiting whiskered man buildings incredibly claustrophobic. Hallways are replaced with crawling tunnels and balconies are replaced with laddered perches. Rooms rarely allow standing. Tactile surfaces cover the walls.
  4. Scaled Man, Pools in every room and arcane piping ensures the walls are always damp and moss covered. Generally constructed from porous limestone, so scaled man buildings often rot into decay much faster than other raceoid architecture. Darkly coloured glass lanterns, often covered with thin silver clothes, ensure the light is never bright then a half moon.
  5. Horned One, d4 extra storeys, an abundance of steep stairs in both the interior and exterior of the building. Stairs often sans railing, very narrow, swirling in every direction around the building. Often incredibly open, sometimes completely foregoing walls with column cornered pagodas linked by intricate staircases.
  6. Feral, Makeshift, jury rigged amateur construction, often existing within or ontop of a previously abandoned and decayed building. Recycled, reused and stolen materials held together with old rope and nails. The entire structure is often on the very verge of collapse, possible only still standing through the support of some patron godlet of chaos.
  7. Slobberer, Goop, slime and black mould covered jagged, harsh and craggy black stone hewn into cave like rooms. Patches of lurid glowing moss and mould painted on ceilings and walls provide the dim miniscule amount of light that is available. While next to zero artistry is imbued into the architecture of the building (often window/doorless cubes of rock), great care, attention and lavishness is given to lounging and sleeping cushion areas (taking  up whole rooms). Cushions are made of wet,soggy vegetative materia imbued with a residual slime.
  8. Twinkler, While most twinkler dwellings are repurposed buildings abandoned by other raceoids, fully formed structures of growing crystal (while rare) do exist (1 in 12 chance). Pure crystals buildings are geometric cathedrals of detail, large central shafts supporting a dizzying splay of turrets and towers. Repurposed twinkler dwellings are much more tame, a slow reclamation of the architecture by growing crystals, both harsh  and angular, and puffy, blossoming cluster clouds of smaller crystals.
  9. Freed Golem, most freed golems live either a fugitive like existence or a twilight half-life (having been released by their masters as their failing forms degenerate and impede on their usefulness). As such freed golems rarely have the time available to them to create their own structures. As yet the raceoid has yet to develop its own sensibilities of architecture. Freed golem dwellings are often seized abandoned buildings stuffed, decorated, laced, gilded, festooned and adorned with material that compose the forms of the golems that dwell there. This is calming to golems, knowing that material required for repairs is close at hand. Roll a d4 for material suggestions: 1) Plant Matter (Wood, cloth, braided vine, leaves and the like),2) Mineral Matter (Shine, rigid, clanking, wrought, bejeweled), 3) Animal Matter (Leather, bone, fur, skins, feathers), 4) Monster Matter (Slime, eyes, claws, still living organs).
  10. Giant, Huge and crude - same amount of floors, but doubled in size. Everything is larger and constructed in the most utilitarian, study and basic manner, an utter lack of artistic flair. All doors, fixtures and furniture designed for beings 8  - 14 feet in height.  The only items of any additional decoration and flairs are hunting or combat trophies - proof of victories in battles, both grand and petty.
  11. Black Eyes, Smooth, bare and curved surfaces of polished stone or metal if a more salubrious and wealthy dwelling. Round and bulbous rooms and passageways, everything curved in a sterile and geometric way. All rooms and chambers basically empty - Black Eyes avoiding the use of all furniture and utilities. A single item in every second room is considered cluttered. Secret storage and hidden compartments do proliferate throughout the building though, the cracks and edges of which are well hidden in the smoothing architecture.
  12. Rock Gut, A constant stream of greasy smoke billows from the doors and windows - erupting from every burning bonfire pits and bubbling cauldrons of foul noxious stew. Rough cut, bare/unworked stone, the craggy surface of unworked stone lend a cave like appearance to Rock Gut buildings. No lights other than central fire pits, everything smoke stained, the air thick with semi poisonous gas and smoke. An abundance of pots, cleavers, and semi alchemical and arcane cooking equipment.
  13. Hogman, an abundance of mud and brick - tending towards sculpted mud in poorer areas and mound like brick in wealthier regions. Ornate, decorated fireplaces take pride of place - often paired with sculptured and gaudy roasting racks and poles filled with sizzling meat. Wood fittings and fixtures, all slightly oily. Low to the ground furniture, tables often next to nest like mounds of shredded cloth, serving as mound like cushions for feasting while laying on side. Sleeping nests crawling distance to areas of feasting.
  14. Elfin, Asymmetrical, organic, filled with scintillating hypnotic curves and arches. Distractingly baroque, overflowing with minute detail - the more salubrious the building the more tiny and extraordinary the details. Elfin buildings are often well stocked with decorative vegetation - sometimes tending to overgrown as the inhabitants relish in the interaction between plant and architectural features.  Pieces of artwork (tapestry, painting, sculpture, displayed jewellery and costume) choke any potential empty spaces - lending a museum like quality and constant visual distraction.     
  15. Fairen, diminutive hive-like infestation of existing and abandoned structures. Materials of organic matter are shaped and moulded by into cell like rooms stacked closely together. Fairen builders vivify once dead materials so they sprout roots and veins - growing, bleeding and breathing in a somewhat obscene and mutated form. The living cell quarters are often open on one side, allowing the fairen to flutter from room to room. Obscured tunnels and shafts, tiny to other races, branch off to small hidden pockets of secrecy.
  16. Demonoid, Stone worked and shaped into ghoulish scenes; doorways often gaping maws of leering monstrosities, windows the blank staring eyes of sneering giants. Entering a Demonoid building will often result in a day long case of disturbing paranoid pareidolia - seeing the same twisted faces in non-Demonoid architecture. Freezing cold temperatures, seemingly emanating from some frozen, anti-heat, core in the centre of the building. Icicles reach down from ceilings and door arches, the floor and walls slippery with ice. Because of the temperature semi butchered corpses of various animals and raceoids hang in most rooms of the building. Demonoids are incredibly superstitious so ritual/sacrificial altars of various sizes are in all rooms, at which ceremonies are conducted before basically every single domestic task or duty.
  17. Apeish, Doubled in height and generally halved in width to give a more tower like appearance. Central stone or wood structure serves as a communal feasting and vertical transportation area. Smaller modular buildings branch off the central tower, private dwellings and utilities, these are supported by spindly columns and struts.  A forest of ladders and bridges interconnects most modular huts to the central tower, often connecting up to nearby buildings too. Pale vines cover everything, choking interiors and draping to the ground. These Vines  are often enchanted with Apeish magics, trained to  be somewhat sentient security and building service providers.
  18. Cacti, Artificial light sources take pride of place in Cacti architecture, the effects of lamps, torches and bonfires often magnified through elaborate constructions of glass and mirrors. The wealthier the Cacti inhabitants the more glass, mirrors and artificial light sources are used. Pyramid like structures are favoured, with a huge central gem lens or mirror housing refracting light and heat throughout the building from a central capstone fire/light source. Glass/crystal bricks are often used to allow greater heat and light dispersal between floors. Cacti buildings are steamy, humid and warm and the obsession with the use of glass surfaces means an utter lack of privacy.
  19. Angelic, Almost exclusively made of polished white marble or other pale stone. A central great all/reception area is filled with an abundance of ornate columns and always houses an enormous central statue of some hero, deity or saint. Entrances to private dwellings and rooms are accessed  through stair/ladderless doors a floor off the ground  - assuming the use of wings to enter them. The public great hall is easily accessed  from the ground, and is rather barren and empty. High and inaccessible balconies  and entrances hint at a sprawling compound hidden from those without easy access to heights.
  20. Leatherman, a compound of huge single storey tents sprawling over  an entire block. The block is generally the site of a ruin,  abandoned parkland or otherwise untended open space. The tents are garish, colourful and sturdy - built of wood and leather. Leathermen are particularly private, well armed guards often denying access to the compound, let alone to individual tents. Inside the tents are incredibly opulent, filled with cushioned furniture, good food/drink, and treasure like trophies from successful battles and raids.    

Table 2, Physical architecture quirk, d4, d10:

1:

  1. Repairs being conducted.
  2. Covered in religious paraphernalia.
  3. An abundance of lights/lanterns/candles.
  4. Billowing cloths, curtains, banners, flags and the like. Drapery covered.
  5. Main entrance on the ceiling, no ground floor entrances. Entry gained through flying transport or bridges from other structures.
  6. Converted or still active mausoleum, crypt or graveyard.
  7. A wind tunnel blowing up from beneath the city powers various of the building’s contraptions.
  8. Some weird localised weather or atmosphere lurks atop and around building.
  9. Large pipes present, they may wrap around the building, pump through the building, connect secret passages to other buildings, etc.
  10. An abundance of glass and/or windows.

2:

  1. No visible entries or exit, every door/window/air duct is secret and hidden.  
  2. Transient accommodation, tents/lean tos/repurposed wagons and the like, has been allowed to flourish and grow in and around the building.
  3. In gilding or flourishes, general decor materials used, the building belies great expense in its construction.
  4.  Converted library or museum of sorts, roll a d20: 1) Weaponry, 2) Wyrd beast bones, 3) Dead trees, 4) Rocks,  5) Bodular malformations, 6) Monsters 7) Angelic beings,  8) Tools, 9) Mirrors, 10) Minor devils, 11) Stuffed beasts, 12) Bags, 13) Mounted beasts, 14) Madnesses, 15) Natural disasters, 16) Winged things, 17) Torture, 18) Helmets, 19) Heraldry, 20) Statues. (or make your own).
  5. Suspicious altars prominent in most rooms of building.
  6. An abundance of mirrors, polished metals and reflective surfaces.
  7.  Pools of water, a waterfall, a moat or built over a stream/river.
  8. Shared habitation and architecture - roll twice on the Raceoid architecture table and combine results and assume both raceoids live there.
  9. Slaggy, melted and otherwise somewhat destroyed by some caustic liquid or boiling lava.
  10. Building is a converted prison - replete with cages, chains, viewing perches and other oppressive structures.

3:

  1. Building is choked with overgrown vegetation, either fungoid, ferns, vines, pale fronds or other low light plants.
  2. Cohabitated with beasts, in pits, on chains or prowling free.
  3. Some calming or hallucinogenic dust or mist pumps constantly in and around the building.
  4. Building is full of illusions, ether phsyical or magical.
  5. Huge ornate braziers, ceremonial bonfires, massive hanging lanterns or otherwise large amounts of controlled and decorative fire.
  6. Mountains of refuse, rubbish and waste, massed in corners and oozing out of every aperture.
  7. Building is a converted transportation, either land, air or sea, device, possible still ready to be used.
  8. Building is well sign posted, covered in signs, engravings and text.
  9. Built from/decorated with the bones and carcasses of some ancient leviathan.
  10. Building is tripled in height but narrowed in width, becoming a steep stepped tower.

4:

  1. An abundance of silk, cushions and other opulent luxuries - piled for over indulgent reclining.
  2. Building covered in looping masses of chains, ropes other bindings, an elaborate tangle of stringy ladders and bridges.
  3. Utilities and servicing of building conducted by huge trained insects, organic golems or mineral elementals.
  4. Composed of enormous cyclopean stones of a foreign and unusual material.
  5. The doors and windows are portals, either to completely different places or tey create a confusing  maze of  non euclidean linkages and passageways.
  6. Decayed, crumbling in age or grandiose in ancient venerability.
  7. Criminals (or innocents) hang (by noose/crucifix/other resident specific methodology) in and around the residence as a warning to ne'er-do-wells and intruders.
  8. Covered in/the target of vandalism - either by residents as self expression or outsiders targeting residents.
  9. Large amounts of stolen goods, treasure, contraband are hidden away in the building.
  10. Bones, corpses, death and decay choke the building.

Table 3, Mental architecture quirk, d4, d10:

1:

  1. Residents overly welcoming and accommodating.
  2. Residents uncannily similar.
  3. Residents aloof and unconcerned with worldly affairs.
  4. Residents all serenely inebriated on some calming dust supply.
  5. There is only a single resident - they may or may not be aware of this.
  6. Residents always whisper and fear their building is haunted.
  7. Residents are all always trying to sell something.
  8. Residents are always running and rushing, always acting with speed.
  9. Residents always hide from visitors, either scampering away or lurking in shadows.
  10. Residents are incredibly and bluntly honest.

2:

  1. Residents remain hidden but will appear if possessions trifled with.
  2. Residents obsessed with growing and gardening - in all rooms inside and out.
  3. Residents are richly dressed and adorned - in wealth beyond that of their more modest dwelling.
  4. Residents write and record events with unsettling abundance.
  5. Residents regularly indulge in some meat based sacrifice - and are unabashed with wearing/the presence of viscera.
  6. Residents must have pairs of everything, or is otherwise obsessed with twinning and doubling.
  7. Residents are ever working on recovering some semi valuable resources from a central deep pit within their building, or large nearby mounds/minelikes.
  8. Residents have some secret and deadly rules, laws or code of conducts not explained to visitors - who are punished severely for breaking them.
  9. Residents are in the process of a somewhat secretive exodus from their dwelling - for reasons mundane or deadly.
  10. Residents are trapped, either physically or magically within specific rooms of their dwellings - they have either developed complicated systems for remained supplied, or are desperate for outside help.

3:
  1. Residents inhabit the outside of their building, either infesting the walls or camped on the grounds. Some horrible reason stops them stepping foot inside.
  2. Residents have reverted to beastial savagery. Violent rule by the strongest and a warrior culture have infected the building.   
  3. Residents are a placid, over-calm sect of some pacifist cult.  
  4. An ongoing battle for territory within the building is being fought between residents.
  5. Residents are preoccupied with flames and fire - either tending bonfires, carrying lanterns, working furnaces or otherwise burning things.  
  6. Residents have gone mad, either recently or have been that way for a long time. The dwelling is appropriately in disarray.
  7. Residents communicate in some whispered secret language or hand sign based street cant.
  8. Residents are all informed by a robust local spy network  - they know well what any visitors have been up to when they arrive.
  9. Residents infected with some monstrous mutation or physically debilitating disease - they are generally fully bodily able but affect a gruesome appearance.
  10. Resident’s bodies are oversized, in either height, width or some huge oversized costumes.

4:


  1. Residents are incredibly indolent, lazy or otherwise overly sensual - indulging in some soft and luxurious vice.
  2. Residents are all slaves, in one form or another, to a central all powerful slumlord.
  3. Residents are all undercover/disguised and secretly part of some nefarious cult, organisation or cabal.
  4. Residents are incredibly stoic if not completely silent, begrudge and barely tolerate visitors.  
  5. Residents are enormous, corpulent or obese, overeating and feasting - an obsession with food.
  6. Residents will write, or otherwise record, all comings, goings and interactions that occur in and around their dwelling.
  7. Residents are all maddened and enraged, they will attack any visitors on sight.
  8. Residents will set traps (both deadly and annoying) for unwanted visitors.
  9. Residents will constantly thieve, steal from and swindle visitors.
  10. Residents are all dead or dying.