I also included an general Sci-fi ideology generator for miscellaneous NPCs a player might encounter in a starport bar that wont stop talking to them, or a weird passenger the players take a board their ship. That generator can be used for very basic, descriptive label for an NPC's political stance or even as a more quick-and-loose faction creation if desired.
Spacer Factions Creation
How Many Factions?: All locations will have factions with different motivations. When determining now many factions are discovered, determine the location the spacers are interacting with.
Local: Starport/base/asteroid or small settlement, 2 factions
Regional: Colony or large Settlement, roll D3+1
National: Planetside nation, 1D+2
System: Planet and Star System, Roll 2D3
Subsectorial: The local subsector; roll 2D
Sectorial: roll 3D
The location of a faction will be limited to the area they are discovered in, plus have a presence in any location one step down using the above descriptors as a reference.
For example; System-spanning factions would also be known to other factions that are found on a national level.
Regardless of the amount of factions, one will always have the most influence and one will always be at odds with the biggest one.
Faction Generation Table: Use the following table to help construct a faction by rolling 2D on each column. The referee is expected to determine the results of each column roll and then piece it together in a way that fits their narrative. The following are the descriptors of each column:
Group: Who the faction is organized by or is made up of.
Motive: The Motivation behind the Faction’s formation and behavior
Focus: The topic that the faction is most driven by
Attitude: How the faction behaves when engaging with non-members.
Action: How the faction acts when sharing their perspective or faced with opposition
Goals: The ideal end result of the faction’s drive.
The terms are designed to be neutral to allow flexibility in any direction for the referee.
For example, if the referee rolls “corporation” on the Group column and then “suppress” on the Motive column, it can be interpreted as either the corporation is seeking to suppress another group OR feels they are being suppressed by another faction.
Roll 2D on each column to develop a faction
*Outsiders: 1) Spacers, 2) Psions, 3) Non-Citizens (1] Drifters, 2] Refugees/prisoners, 3] Robots)
Faction Size: use the following table to determine the amount of influence a faction has.
Local or Regional faction: -1DM
Sub-sectorial or Sectorial faction: +2DM
Outsider, Alien/Minority Culture, or Religious Factions: incur -2DM
Corporate, Military, or Noble Factions: gain +2DM
Connections and Association: Use this table to determine the faction’s financiers, lobbyists, or beneficiaries that maintain the faction.
Association: This is the primary association the faction has that supports the faction’s goals.
Amount of Influence: This represents the association’s amount of impact it has on the operations of the faction.
Strength of Connection: This represents how strong the bond is between the associates and the faction.
Roll 2D on each column;
Sci-fi Ideology Generation: The following can be used to develop an ideological drive for a faction or as a quick faction creator if one is needed on the fly. Roll d66 once on each of the tables to develop an ideology that drives a faction. If a combination doesn’t inspire you or make sense, please feel free to roll again.
Variant Table: Roll D66
Ideology table: Roll D66 and apply it to the prefix
Example: The referee rolls a 21 on the prefix table (crypto) and a 14 on the suffix table (Unionist) creating Crypto-unionist.

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