GM RANDOM TOOLS (CAMPAIGN):
CAMPAIGN:
Factions:
	The Faction List: All important NPCs and NPC groups are broken down into Factions.  The Faction List tracks of all the factions the PCs have or will interact with, the factions' scale, reach, alignment, power, the PCs reputations/reactions with said factions, and any miscellaneous Faction-related effects.  A "Faction" for these purposes indicates a group or individual.  Most group Factions will have sub-factions (down to each individual Faction NPC), but these need only be specifically tracked if their circumstances differ from the overall group.  
	There will always be at least one Faction (individual or group), designated as the Campaign Antagonist (CA), around which the campaign will develop.  The CA will usually be predetermined @GMD based on PCs backgrounds, but may be determined randomly by whatever means.  There may be any number of other Factions involved, but only Factions that will interact with PCs in some way need be specifically tracked.  Chk:Pos/Neg(open) for number of Factions, once each for and against PCs, if required.
	All Factions will have the following elements:
	1) Alignment
	2) Scale
	3) Reach
	4) Power(s)
	5) Motivation
	6) Personality
	7) Frequency of Appearance
	8) Playbook
	Faction Alignment: Use this table if a particular Faction's Alignment is not obvious.
FACTION ALIGNMENT (1d6, x2)									
1-2...Good				3-4...Neutral			5-6...Evil
1-2...Neutral			3-4...Lawful			5-6...Chaotic		
	Faction Scale and Reach: Scale represents the overall size of the organization.  Reach represents the level to which a Faction can project its power.  The die type used for this table will depend on the campaign scope, as determined by the GM.  Check once for Scale, and once for Reach.
FACTION SCALE/REACH (1dx)									
1...	Individual; party of PCs
2...	Ship crew; neighborhood/small-town; street gang; small-business		
3..	Metro-area; county; corporation
4...	US state; small country; avg. army/navy; [minority] ethnic/religious group	
5...	United States; europe; US military; megacorporation
6...	(Early) known world; (modern) "civilized" world; continental			
7...	Global; single planet
8...	Single star system										
9...	Interstellar nation
10...	Galaxy-wide											
11...	Known universe
12...	Multi-planar; Wolfram & Hart; time-cops; Traditions/Technocracy			
	Faction Powers: Start with one Power, and Chk:Pos/Neg(open) for number of additional powers (min=0), @GMD.  The first checked is the Faction's primary power base.  Power is relative to PCs own abilities.  Inappropriate or incompatible items may be re-rolled.
FACTION POWERS (2d6)										
					Example:								
2...	Mystical			Wizards; JLA; Watchers (BtVS); jedi
3...	Political/Admin		King/Baron; ambassador; Emperor	Palpatine		
4...	Legal				King/Baron; law firms; Nazi SS/KGB; cops
5...	[Criminal]			Thieves' Guild; mafia; hackers				
6...	Economic			IRS; big-business; Lionel/Lex Luthor
7...	Martial			Armies; thugs/gangs; martial arts schools, assassins	
8...	Technological		Technocracy; Vorlons/Shadows; Batman
9...	Cultural/Influence	Any celebrity; journalists; bards				
10...	Informational/Mental	The Merovingian; Watchers (Highlander); Batman
11...	Religious/Spiritual	the Pope; Templars						
12...	Environmental		Posiedon; Matrix agents; MIBs-DkCity			
	Faction Motivation and Personality: See Motivation and Personality above to randomly determine these factors with regards to organization-based Factions.  An individual, or Faction leader might also be generated using Character Prior History above.
	PC Reaction/Reputation: Predetermine initial reaction, or generate randomly, per Basic Set.  Any Ads/Disads, personality, etc. that are evident at the Faction's generation will apply.  
	Frequency of Appearance: Frequency can be arbitrated, or randomly determined (10±Chk:Pos/Neg(open)).  As desired, an appearance check can be made for each Faction for each session of play to determine which Factions will be a factor in that session.  An appearance need not be "direct."
	Faction Archplot: See Archplots below.
	Faction Playbook: A Faction will often have a favorite way or two of reacting to threats or problems.  This can be simulated by pre-generating several "plot" responses to use in case of emergency.  The more intelligent an Antagonist is, the larger and more complex the "playbook" will be. 
	Campaign Antagonists: CA can be arbitrated, or the Faction with the highest Frequency of all available "enemy" Factions can be designated CA.  An archplot is the overall goal of a CA, may not consider the PCs (directly), and will usually be at least a background factor in any CA appearance.  An archplot is also appropriate for "Good Guy" Factions if an overall goal is needed; consider them an "antagonist" to the Bad Guys.  The actual nature of the Archplot should reflect the Faction's personality and motivation, although Plot Generation may be used to build one.  The scale and complexity of an archplot will depend on the Antagonist's power, scale, and overall role in the campaign.  Once the archplot is defined, the number of plot-branches necessary to complete the archplot should be determined; a more complex plot should have more branches.  Each plot branch can be generated using the same method as for the overall plot, but on a smaller scale.  The PCs must be in or reach a position to encounter the archplot or its branches, but they need not be the Subject. 
NPC Work Crew:
	NPC Work Crew Quality:  WS of the crew is figured just like Troop Strength (CII, Mass Combat System), based on the average skill level of the crew, which also directly determines Morale.  Use only the crew that are meant for the task to determine the WS for that task (i.e. Marines should not count toward a Shiphandling task).  If the campaign doesn't dictate the quality of a particular crew, or when raising a new one, roll 3d6 versus the chart below.
NPC WORK CREW QUALITY										
Die	Troop	Voyages	Base		Cost	Crew	Wpn	Tac	Battle
Roll	Quality	Made	Morale	WS/TS	To Raise	Skill	Skill	Skill	Skill	
3†*	Elite (E)	6+	16	2.0xBase	+50%	16	15	11	15
4-6†*	Veteran (V)	4-5	15	1.5xBase	+25%	15	14	 9	13	
7-9*	Seasoned (S)	3	14	1.2xBase	+10%	13	13	 7	12
10-12	Average (A)	2	13	1.0xBase	Base	12	12	 6	 9	
13-15	Green (G)	1	11	0.8xBase	Base	11	11	 5	 8
16-18	Raw (R)#	0	 9	0.5xBase	-20%	10	10	 4	 7	
	† Roll again if you were trying to raise a new crew, or to recruit more than 10 men.
	* This crew type has Combat Reflexes
	# No voyage experience.  If troops of this quality have no training or are impressed into service, 
	   their morale is reduced by an additional -3
	Note: A voyage, for these purposes, is counted when the ultimate destination is reached or when the crew is dismissed, and is considered to contain some combat operations during the voyage.  Voyages without significant combat count for half.
	NPC Officer/Supervisor Quality:  Depending on the detail level of the campaign, a crew may be divided up amongst the officers, making each division a "unit" for which that officer is responsible.  An officer's Leadership affects the effective Morale of his unit.  The Captain's Leadership affects the entire ship's crew (including other officers).  The fleet commander's Leadership affects the Morale of the entire fleet/convoy (including other Captains).  An officer's Shiphandling skill is the "operation" skill of the ship.  An officer's Strategy or Tactics skill determines combat effectiveness of his unit.  To randomly determine a particular skill level of an officer, roll on the table below for each skill, and use the average to determine overall quality.
NPC OFFICER/SUPERVISOR QUALITY					
Die		Officer		Voyages	Base		   Skill
Roll		Quality		Made		Morale	  Level	
3		Elite (E)		6+		16		16+1d6
4-7		Veteran (V)		4-5		15		14+1d6		
8-11		Seasoned (S)	3		14		    14	
12-15		Average (A)	2		13		    12				
16-17		Green (G)		1		11		    10	
18		Raw (R)		0		 9		     9		

ITEM AVAILABILITY:
	To find a specific item, Chk:Base 3d6 vs table; Base check may be replaced by Chk:(Merchant/Scrounge/Streetwise) using the indicated adjustment.  Availability assumes the item exists and can be spared; non-availability can mean the item exists but can not be spared (but may be stolen) @GMD.  Results: xSucc=choice of items available; Succ=item available; mSucc=similar item available (different brand/type); mFail=item can be available in (GMD)days; Fail=item unavailable; xFail=item won't be available for a really long time; cFail=item may never be available.
	Mods:
Very specific make/model...	-1 to -3
Non-specific make/model...	+1 to +3
Trade center...			+1 to +3
Backwater...			-1 to -3
AVAILABILITY 												
	V.Common	Common	Average	Scarce	Rare		
Specific Cargo Lot	14(+5)	12(+3)	10(+0)	8(+1)	6(+0)
Maj.City/Base	16(+7)	14(+5)	12(+1)	10(+0)	8(-3)		
City/Station	14(+5)	12(+3)	10(+0)	8(-1)	6(-3)
Town/Sm.Station	12(+3)	10(+1)	8(+0)	6(-3)	Crit(-5)	
Village	10(+1)	8(+0)	6(-1)	Crit(-5)	Crit(-7)
Outpost	10(+1)	8(+0)	6(-3)	Crit(-7)	Crit(-10)	

ABSTRACT LOCATION:
REGION (ABSTRACT) (1d6)										
1-2...Local Region	3-4...Friendly Region	5...Neutral Region	6...Other Region	
CITY (ABSTRACT) (1d8)											
Use if PCs have a predetermined preferred destination, or substitute current position for 
destination.  Discard any improbable results.								
1...	On the way to destination		  6...	Intended destination
2...	Destination on the way			  7...	Near destination					
3...	Minor diversion				  8...	Major diversion
4...	Moderate diversion			  9...	Opposite direction				

NEWS AND RUMORS:
	How often News should be checked is determined by the amount of time it takes for said news to be spread.  Local news can be generated daily or weekly.  Regional news should be checked weekly (or in remote locations, monthly).  National/International news should be checked monthly.  In each case, check for each period since the last news was heard.  In this era, news will generally be passed orally, and tends to be not terribly reliable.  Actual history overrides any random news results (except in the case of rumors).
	Alternatively, news can also be checked on arrival at any locality, to determine what will happen while PCs are present.
	For the "Why" aspect of a story, if it isn't obvious, use the NPC Motivation table to randomly determine the motivation behind the action.  
NEWS STORIES GENERATED (POS/NEG(CLOSED))	(WHERE)				
Local...+2		Regional...±0		National...-1		International...-2		
NEWS MODIFIER (1d8)						(HOW)				
1...	Unusual/Strange				5-6...	Rumored/Suspected
2...	Unexpected/Suprising			7...	Suspicious/Secret					
3-4...	Normal/Unremarkable			8...	Shocking/Horrifying				
NEWS SUBJECT (1d10)						(WHO)				
	Roll 1d3 to determine subject type; 1=Individual, 2=Group, 3=Location.  For 
more specific location, use Destination/Location.  For multiple subjects, roll multiple 
times as necessary.
		Individual:					Group:						
  1...		Dignitary/Gov't				Dignitaries/Gov't
  2...		Noble						Nobility						
  3...		Clergy					Church
  4...		Merchant/Businessman			Guild/Business					
  5...		Sailor						Sailors/Ship
  6...		Animal					Animals						
  7...		Personality/Popular			Faction
  8...		Stranger/Foreign				Racial/Religious					
  9...		Outcast/Outlaw				Outcasts/Criminals
10...		Special					Special						
NEWS ACTIVITY (1d100)						(WHAT)				
      1...	Paranormal					52-53...	Treaty/Alliance
   2-3...	Birth/Construction			54-55...	Death/Destruction		
   4-5...	Marriage/Divorce				56-57...	Cease-Fire/Truce
   6-7...	Leadership Change			58-59...	Policy Change			
   8-9...	Purchase/Investment			60-61...	Sale/Divestment
10-11...	Buy-Out/Confiscation			62-63...	Protest/Complaint		
12-13...	Uprising/Riot				64-65...	War/Battle
14-15...	Deployment/Sent				66-67...	Visit/Inspection			
16-17...	Recruitment/Impressment		68-69...	Conspiracy/Espionage
18-19...	Accusation/Acquittal			70-71...	Escaped/Rescued			
20-21...	Disappearance/Delay			72-73...	Kidnapping/Capture
22-23...	Arrival/Departure				74-75...	Celebration/Observance	
24-25...	"Tabloid"/Scandal			76-77...	Religious/Political Conversion
26-27...	Accident Caused/Prevented		78-79...	Crime Committed/Prevented	
28-29...	Injustice Committed/Corrected	80-81...	Contest/Competition
30-31...	Hunt/Search				82-83...	Discovery/Recovery		
32-33...	Relocation					84-85...	Hit by Fire/Arson
34-35...	Hit by Storm/Lightning			86-87...	Hit by Drought/Shortage	
36-37...	Hit by Tornado/Hurricane		88-89...	Hit by Earthquake/Collapse
38-39...	Hit by Flooding/Tsunami		90-91...	Hit by Infestation			
40-41...	Hit by Sickness/Disease		92-93...	Mauling/Goring/Bite
42-43...	Theft/Crime				94-95...	Attack/Raid				
44-45...	Stranding/Abandonment		96-97...	Bankruptcy/Ruin
46-47...	Windfall/Inheritance			98-99...	Promotion/Honor			
48-49...	Demotion/Shaming			   100...	Special
50-51...	Punishment/Fine