Inspired by Save vs. Poison, over lunch I coded up a quick cliche science fiction race generator in java. It mixes up a species cliche, throws in a random trait to salt that, and then grabs a couple of human cultures that can be used to fill in the blanks. Here's my best result set so far:
The Amoral Scientist Race
Natural supercomputing mentation
Souix-Celtic
The Surly Technician Race
Technologically advanced in cybernetics
Indian-Australian
The Religious and Probably Psionic Race
Can't share environment with common species
Scandinavian-Mongolian
The Evil Empire Race
Stand-in for topical political group/enemy
Egyptian-Ottoman
The Hedonistic Merchant Race
Basically a historic human culture
Roman-American
The Totalitarian Machine Race
Practically un-kill-able
Mayan-Iroqouis
The Hot Purple Chick Race
Can't use common inter-species mode of communication
Han-Tibetan
The Mean-Muggin' But Scrupulous Warrior Race
Completely humorlous and stoic
English-Polynesian
Hedonistic & mercantile American/Romans? Purple Asian sex-objects that can't talk back? Un-killable totalitarian machines? Topical evil empire? Surly cybernetic technicians? Amoral supercomputing scientists? How cliche can you get!
Since I don't have a good hosting spot for my rpg coding projects yet, I'll just make this available by request.
Friday, December 17, 2010
Wednesday, December 8, 2010
Heritage Update
Common Folk (CF): derided as mutts by some, the common bulk of mankind may nonetheless have much to be proud of in their ancestry, as they grow hardy even on famine food and tend to thrive in adversity that weeds out those that think themselves better. Common humans tend to shades of brown in their hair, eyes, and skin, and often live to a ripe old age, many having natural lifespans of 100 years or so.
- Wisdom Born of Sorrow: the life of the common folk builds faith in themselves and their families, often as they have nothing else to rely on. Increase their Faith score by 3, raising the modifier by 1.
- Trade: the common folk must work for a living, and thus have a journeyman’s level of skill from working as a farmer, shepherd, miller, carpenter, blacksmith, mercer, or such like.
- Eldritch Lore: changelings learn things without knowing how or why, making them privy to secret lore. Increase their Kenning score by 3, raising the modifier by 1.
- Night Vision: Changelings have unnaturally acute night vision, seeing about twice as far under dim lighting as a normal human.
- Titan’s Power: the powerful build of a giantkin gives them physical strength beyond that of lesser men. Increase their Might score by 3, raising the modifier by 1.
- Strong Back: Giantkin can carry an additional stone of weight with no penalty, easily bearing armor or other burdens that would break lesser men.
- Fated to Lead: the founders of the highborn bargained with eldritch powers to ensure that their progeny would be born to rule other men. Increase their Wyrd score by 3, raising the modifier by 1.
- Privilege: highborn characters can begin play with an extra 2d6 silver pennies and either a Rank 0 retainer OR an extra equipment choice.
- Quick-Fingered: despite their reputation few wanderers make their living with quick hands in pockets, but they do tend towards wary reflexes from the harsh life of the road and a familiarity with cast stones. Increase their Nimbleness by 3, raising the modifier by 1.
- Wandering Ways: wandering folk are travelers all, and tend to pick up a useful journeyman skill for life on the sea or road, such as that of a drover, cartwright, shepherd, musician, jester, carpenter, fisherman or sailor from the time they can walk.
- Rugged Constitution: hard living and adversity in the wilderness have made wildlings a tougher breed. Increase their Health score by 3, raising the modifier by 1.
- Survivor: Wildlings are used to living off of the land and get +1 on foraging results due to their scavenging and hunting experience.
Subscribe to:
Posts (Atom)