Thursday 19 October 2023

City, Station, Place and Craft Generator for The Galactic Realm of the Hyperspace Sea

For generating Cities, Stations, Places and Crafts for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.html  

Find an automated version at the bottom of the page! 


City Generator:

Description, d10: 

  1. Sacred 
  2. Picturesque 
  3. Majestic 
  4. Charming 
  5. Immaculate 
  6. Industrial 
  7. Vibrant 
  8. Chaotic 
  9. Towering 
  10. Malignant

Key features, d30, roll twice and combine: 
  1. Gardens 
  2. Hills
  3. Neon lights 
  4. Anti gravity tunnels 
  5. Environment domes 
  6. Smog 
  7. Rain 
  8. Wind 
  9. Trees 
  10. Lakes 
  11. Underground
  12. Street entertainment 
  13. Pits
  14. Dirt 
  15. Refuse 
  16. Crystal 
  17. Towers 
  18. Canals 
  19. Well defended 
  20. Heavily patrolled 
  21. Industrial waste 
  22. Intersected by huge roads 
  23. Flames 
  24. Ice 
  25. Animals 
  26. Enclosed 
  27. Hive 
  28. Semi ruined 
  29. Toxic 
  30. Infested 
Political importance, d4: 
  1. Planetary capital 
  2. Regional capital 
  3. No influence beyond city borders 
  4. Ruled by a political body located elsewhere on the planet 
Trade importance, d6: 
  1. Responsible for virtually 100% of planetary trade 
  2. Responsible for about 75% of planetary trade 
  3. Responsible for about 50% of planetary trade 
  4. Responsible for about 25% of planetary trade 
  5. Responsible for about 10% of planetary trade 
  6. Responsible for virtually 0% of planetary trade
Population, d6: 
  1. Virtually 100% of the planet’s population 
  2. About 75% of the planet’s population 
  3. About 50% of the planet’s population 
  4. About 25% of the planet’s population 
  5. About 10% of the planet’s population 
  6. Under 1% of the planet’s population 
Population density, d4: 
  1. Sparse 
  2. Medium density 
  3. High density 
  4. Severely overpopulated, extremely high density 

Building/Space Station/Large Space Vehicle Interior Generator: 

Description, d10: 
  1. Ornate 
  2. Elegant 
  3. Sleek 
  4. Pristine
  5. Bulky 
  6. Industrial 
  7. Minimalist 
  8. Ancient 
  9. Dilapidated
  10. Neglected
Purpose, d30: 
  1. Associated with sacrifice magic 
  2. Associated with insight magic 
  3. Associated with ancestor magic 
  4. Associated with terra or void magic 
  5. Associated with bioengineering 
  6. Associated with knowledge collection/storage 
  7. Storage 
  8. Associated with terra vehicles 
  9. Associated with space vehicles 
  10. Armoury 
  11. Barracks 
  12. Associated with military leadership
  13. Associated with philosophy 
  14. Market
  15. Mall 
  16. Associated with civics 
  17. Associated with engineering 
  18. Associated with civic leadership 
  19. Associated with artistic creation 
  20. Associated with navigation 
  21. Spaceport 
  22. Land/sea port 
  23. Associated with the datagrid 
  24. Low end housing 
  25. High end housing 
  26. Entertainment 
  27. Food and farming 
  28. Associated with socialization 
  29. Inebriation 
  30. Dining
Key features, d30, roll twice and combine: 
  1. Gardens 
  2. Stairs
  3. Private dock
  4. Anti gravity tubes 
  5. Environmental chambers 
  6. Pools 
  7. Flags 
  8. Vines/heavy vegetation  
  9. Mood altering Gas 
  10. Bunkers/underground chambers 
  11. Performers
  12. Water/mineral falls
  13. Performance space 
  14. Filth 
  15. Statues
  16. Hoarding 
  17. Walkways  
  18. Data screens 
  19. Climate control 
  20. Gravity control 
  21. Animals 
  22. Chemicals 
  23. Automated security 
  24. Security personnel 
  25. Ruin 
  26. Pests 
  27. Spires/viewing areas 
  28. Pleasure chambers 
  29. Shrines/altars 
  30. Production facilities 
 Occupancy level, d4: 
  1. Near empty 
  2. Half full 
  3. Nearly full 
  4. Near overflowing 

Place Generator: 

Universal base interior room purpose table (combine with an appropriate room stocking table), d12:
  1. Place of rest/recreation
  2. Place of physical work/storage
  3. Place of sleep
  4. Place of ornamentation
  5. Place of ritual and worship
  6. Place of waste disposal
  7. Place of eating
  8. Place of lavatory/bathing
  9. Place of mental work and research
  10. Place of mental storage/secrets
  11. Place of machinery
  12. Place of growing
Universal base external area table (combine with an appropriate room stocking table), d12:
  1. Wide open field 
  2. Hills/valleys 
  3. Cave 
  4. Mountain/volcano 
  5. River 
  6. Lake 
  7. Ocean/shoreline 
  8. Swamp 
  9. Dunes 
  10. Heavy vegetation 
  11. Island 
  12. Roll twice and combine 

Place description, roll twice and combine, d40: 
  1. Peaceful 
  2. Holy
  3. Illuminated 
  4. Floating 
  5. Empty 
  6. Ghostly 
  7. Windy
  8. Stormy
  9. Tiny 
  10. Translucent 
  11. Dark 
  12. Rejuvenated 
  13. Gilded 
  14. Awe inspiring 
  15. Bloody 
  16. Shining 
  17. Flowing 
  18. Symmetrical 
  19. Clean 
  20. Caged 
  21. Overgrown 
  22. Wild 
  23. Verdant 
  24. Chaotic 
  25. Burnt
  26. Destroyed 
  27. Abundance 
  28. Flocked 
  29. Monstrous
  30. Oversized 
  31. Enclosed 
  32. Cracked 
  33. Pale 
  34. Stoney 
  35. Corpulent 
  36. Emaciated 
  37. Rotted 
  38. Ancient 
  39. Pained 
  40. Desecrated 
Safe location room stocking table, d12:
  1. Empty
  2. Neutral npc
  3. Aggressive npc
  4. Group of neutral npc’s
  5. Group of aggressive npc’s
  6. Unexpected beast
  7. Small supply of a resource
  8. Abundance of a resource
  9. Device
  10. Very valuable resource 
  11. Strangeness
  12. Roll twice and combine
Dangerous location room stocking table, d12:
  1. Empty
  2. Neutral npc/beast
  3. Aggressive npc/beast
  4. Group of neutral npc’s/beasts
  5. Group of aggressive npc’s/beasts
  6. Aggressive great beast
  7. Small supply of a resource
  8. Abundance of a resource
  9. Device
  10. Very valuable resource 
  11. Strangeness
  12. Roll twice and combine

Random Vehicle Generator: 

Vehicle size, d8: 
  1. Tiny, 2 passengers, 0.5 x Hulll 
  2. Small, 6 passengers,  0.75 x Hulll 
  3. Medium, 20 passengers,  1 x Hull 
  4. Big, 100 passengers,  1.5 x Hull 
  5. Very big, 500 passengers,  4 x Hull 
  6. Huge, 5000 passengers,  8 x Hull 
  7. Space vehicle only: Colossal, 10 000 passengers,  10 x Hull 
  8. Space vehicle only: Leviathan/Space station, 100 000 passengers,  30 x Hull 
Vehicle style (Random Attributes - Best, middling, worst), d6: 
  1. Comms, Engines, Arsenal
  2. Comms, Arsenal, Engines
  3. Engines, Comms, Arsenal
  4. Engines, Arsenal, Comms
  5. Arsenal, Comms, Engines
  6. Arsenal, Engines, Comms

Automated version (click the buttons): 





















Monday 16 October 2023

Planet Generator for The Galactic Realm of the Hyperspace Sea

For generating planets for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.html  

Combine results to generate planets! Find an automated version at the bottom of the page! 


Planet Generator: 

Civilization (if needed), d10: 

  1. Pantheonic Planetary States 
  2. Emperor’s Peace 
  3. Empire of The Solar Dynasty 
  4. Clans of the Outer Spheres  
  5. Long Hall Clans 
  6. Kingdom of The Empty Throne 
  7. Clans of The Hidden Grove 
  8. Kingdom of Samsara 
  9. Merchant City States 
  10. City States of The Hungry Gods

Planet type, d3: 

  1. Gas 
  2. Terrestrial 
  3. Aquatic 
Description, d10: 
  1. Holy 
  2. Idyllic 
  3. Sublime 
  4. Pleasant 
  5. Pristine 
  6. Rugged 
  7. Wild 
  8. Chaotic 
  9. Monstrous 
  10. Demonic 
Key features, d30, roll twice and combine: 
  1. Grasslands 
  2. Deserts 
  3. Never ending daylight 
  4. Low gravity 
  5. No atmosphere 
  6. Fog drenched 
  7. Windswept 
  8. Never ending storms 
  9. Low/thin atmosphere 
  10. Forests 
  11. Oceans 
  12. Caves 
  13. Dust 
  14. Blood soaked ultra-fertile soil 
  15. Crystals
  16. Mineral mountains 
  17. Rivers 
  18. High gravity 
  19. Acid 
  20. Mineral/ice rings 
  21. Burning 
  22. Freezing 
  23. Fauna rich 
  24. Never ending night time 
  25. Structure/City covered 
  26. Riven with cracks 
  27. Poisoned 
  28. Woodlands
  29. Craters 
  30. Subterranean 
Flip a coin to determine if the planet is on the hyperspace sea or not, if not roll a d100 for travel time in years from the hyperspace sea. If a 100 is rolled, roll a d100 again and add 100 to it (adding together multiple rolls of 100) 

Number of continents, d4: 
  1. None, singular land mass 
  2. None, small islands only 
  3. D6  
  4. D10 
Number of major cities, d4: 
  1. D6 
  2. D10 
  3. D20 
Planetary population, d4: 
  1. Sparse (d10 million) 
  2. Medium (d20 billion) 
  3. Heavy (10 + d20 billion 
  4. Over populated d100 billion 
Economic performance, d6: 
  1. Dismal 
  2. Challenged
  3. Stable
  4. Growing
  5. Prosperous 
  6. Flourishing
Standing army size (in units of 100 fighters) - consider limiting if low population/economic performance, d6: 
  1. Tiny, d10
  2. Small, 20 + d20
  3. Medium, 50 + d100
  4. Big, 100 + d100
  5. Very big, 300 + d100
  6. Huge, 500 + d1000
Standing terra vehicle fleet - consider limiting if low population/economic performance, d6: 
  1. Tiny, d10
  2. Small, 20 + d20
  3. Medium, 50 + d100
  4. Big, 100 + d100
  5. Very big, 300 + d100
  6. Huge, 500 + d1000
Standing space vehicle fleet- consider limiting if low population/economic performance, d6: 
  1. Tiny, d10
  2. Small, 20 + d20
  3. Medium, 50 + d100
  4. Big, 100 + d100
  5. Very big, 300 + d100
  6. Huge, 500 + d1000
Automated version (click the buttons): 














Saturday 14 October 2023

History Generator for The Galactic Realm of the Hyperspace Sea

 For generating history/current events for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.html  

Combine results to generate ideas for intergalactic history! Find an automated version at the bottom of the page! 


History/Current Event Generator: 

Key Civilization, d10: 

  1. Pantheonic Planetary States 
  2. Emperor’s Peace 
  3. Empire of The Solar Dynasty 
  4. Clans of the Outer Spheres  
  5. Long Hall Clans 
  6. Kingdom of The Empty Throne 
  7. Clans of The Hidden Grove 
  8. Kingdom of Samsara 
  9. Merchant City States 
  10. City States of The Hungry Gods

Recency, d6: 
  1. In the very distant past (beyond the last century) 
  2. In the distant past (within the last century) 
  3. In the past (within the last few decades) 
  4. In the recent past (within the decade) 
  5. In the present - occurring over the course of the last year 
  6. In the present - began occurring over the last few weeks/months 
Galactic importance, d6: 
  1. Across the Hyperspace sea 
  2. Across a whole solar system 
  3. Across a planet 
  4. Across a continent 
  5. Across a city 
  6. Across a space station
Description, d30, roll twice and combine: 
  1. Peaceful 
  2. Respectful 
  3. Erudite 
  4. Bloody 
  5. Clean 
  6. Holy
  7. Restrained 
  8. Wanton 
  9. Destructive 
  10. Savage 
  11. Chaotic 
  12. Monstrous 
  13. Opulent
  14. Slow
  15. Swift 
  16. Unholy   
  17. Invisible
  18. Splendid 
  19. Fertile 
  20. Aquatic 
  21. Just 
  22. Cleansing 
  23. Rigid 
  24. Burning 
  25. Subterranean 
  26. Terrifying 
  27. Hateful 
  28. Secretive 
  29. Ordered 
  30. Deathly 
Event, d20, consider rolling twice and combining for a more interesting event: 
  1. Spread of a religious cult 
  2. Spread of a cult of personality 
  3. Haunting by the spirits of ancestors 
  4. Magical warping of planetary surface 
  5. Magical warping of space nearby a planet 
  6. Bioengineering of people/plants/animals 
  7. Cataloging of society/people/plants/animals  
  8. Causing a calamity that makes planetary/space survival difficult 
  9. War with land vehicles 
  10. War with space vehicles 
  11. War with an army of soldiers 
  12. Spread of a radical philosophy 
  13. Heated economic competition 
  14. Conflicting legal claims to a planet/region/resource 
  15. Industrial sabotage 
  16. Electronic sabotage 
  17. Invasive spread of foreign culture 
  18. Spread of an artistic movement 
  19. Aggressive colonization 
  20. An alliance 
Automated version (click the buttons): 









Thursday 5 October 2023

The Galactic Realm of the Hyperspace Sea - Rules

For: https://itch.io/jam/gd20-jam 

See also: https://lizardmandiaries.blogspot.com/2023/09/four-civilizations-of-galactic-realm.html 

Core Rules: 

Action Roll: 

  • When an action’s success is uncertain, a player rolls a d20 and adds appropriate Proficiency. If the total is equal or greater than the action’s Difficulty Score (DS) it is successful.
  • Proficiency is the total bonus values of any Attribute Score, Skill or Possession that can be applied to the action being performed. Players may apply one of each of the above sources to an action test. The referee can add or subtract from the score of an action roll if they deem the in game situation/context appropriate to do so.  
  • All Action Rolls carry some element of risk. On a failed roll the difference between the Action Roll and DS is the amount of Health, Reputation or Finances depleted. 
  • Rolls of 1 (regardless of Proficiency) on the die always fail; rolls of 20 will always succeed. The referee will need to consider what events transpire when these particularly unlucky/lucky events occur. 

Difficulty Scores Guidelines: 

Easy: 12 Average: 16 Tough: 20

Economy: Buying and selling is handled through an Action Roll with an appropriate difficulty score. Forgo any roll if the purchase is trivial - the good or service is simply acquired. Player characters may be awarded/acquire credit chits that can restore any lost Finances (up to that characters’ maximum). 


Player Character (PC) Creation

Allocate the scores of 3, 2 and 1 to each of the following Attributes: 

  • Strength. Gives Proficiency in actions of Fighting, fortitude, and toughness.
  • Dexterity. Gives Proficiency in actions of Stealth, athletics, and reflexes.
  • Willpower. Gives Proficiency in actions of Confidence, discipline, and charisma.

Player characters also have a score for Health, Reputation and Finances

  • Health starts at 10 plus Strength score. PCs may sleep once per day in a safe spot, regaining all lost Health. If it is possible that this rest will be interrupted by aggressive interlopers it will be! 
  • Reputation starts at 10 plus Dexterity score. Lost reputation is restored by a successful action roll risking reputation. The difference between the Action Roll and DS is the amount of reputation restored (up to maximum reputation). Low reputation characters will find themselves ostracized, characters with no reputation will be exiled or forbidden entry to most self respecting establishments. 
  • Finances start at 10 plus Willpower score. Lost finances are restored by a successful action roll risking finances. The difference between the Action Roll and DS is the amount of finance restored (up to the maximum finance). The finance attribute may go infinitely negative. While a character has negative finances they will be hounded appropriately by debt collectors. 
Advancement:

  • When deemed appropriate by the referee a PC gains a level. 
  • Each level: raise an Attribute or Skill score by 1 (Narrow Skill by +2) (MAX +8) and raise either Health, Reputation or Finances by 1. Every 3rd level a PC may learn a new Broad Skill (at +1) or Narrow Skill (at +2) instead of increasing scores.


Non Player Characters (NPCs)

NPCS have three attributes: Strength, Dexterity, Willpower and a Health score. The guidelines for values for these attributes are: Weak: 12 (or below) Average: 14-16 Tough: 20+). Health is 10, but maybe higher or lower for particular weak/strong NPCs. 

A situation in which a PC is in opposition with another PC/NPC is a Confrontation.

The DS of the opposition is equal to the appropriate attribute of the NPC being confronted. When a PC rolls to act in a Confrontation the difference between the Action Roll and DS is the amount of Health depleted from the loser of the confrontation


Vehicles

Vehicle have three attributes: Comms, Engines, Arsenal and a Hull score. The guidelines for values for these attributes are: Weak: 12 (or below) Average: 14-16 Tough: 20+). Hull is 10,  but maybe higher or lower for particularly weak/strong vehicles. 

  • When a PC is piloting a vehicle they roll a d20 and add the appropriate vehicle attribute minus 10 divided by 3 to the roll plus any appropriate Proficiency. 
  • Confrontations are resolved normally between vehicles but they lose Hull when losing a confrontation. When a vehicle's Hull is reduced to 0 it, and all aboard, are destroyed. 
    • All space vehicle rolls/scores are doubled against terra vehicles and tripled against on foot targets. 
    • All terra vehicle rolls/scores are doubled against on foot targets and halved against space vehicles. 
    • All on foot rolls/scores are halved against terra vehicles and quartered against space vehicles. 

Combat Confrontations
  • All combat is MASS COMBAT resolved in a single round. The appropriate score for each NPC combatant are added together for each side, then a d6 is rolled for each NPC combatant. For each PC on a side in a conflict, they roll a d20 and add appropriate Proficiency as normal. Before resolving each side must designate the target/s of any HP/HULL damage, this can be as specific or broad as needed but must be assigned before the round has been resolved. Any additional HP/HULL damage left over after any identified targets are killed/destroyed when the round is resolved is wasted (it does not cascade onto untargeted combatants). Once targets are identified, and scores and rolls are summed the confrontation can be resolved as normal. 
  • If appropriate to the conflict, different types of confrontations may take place in the single round mass combat. For example, some combatants may be engaged in ranged combat, others in melee, others in electronic or magical conflicts. The GM will need to determine scores for each side for each type of confrontation and resolve HP/HULL damage as they deem appropriate. 
  • Regardless of whether all combatants on the losing side of the confrontation are killed or not, they are defeated, and the GM will need to extrapolate from the result of the round of combat what took place in the battle and what the aftermath is. 
Note: If a PC rolls a natural 20, but otherwise is on the losing side of a conflict, they either miraculously survive or achieve something of note in the battle. If a PC rolls a natural 1, but otherwise is on the winning side of a conflict, they take some grievous injury or suffer some misadventure during the battle. 


Death
When a PC or NPC Health reaches zero, they die.





Wednesday 4 October 2023

24 Skills of The Galactic Realm

Following on from this post: https://lizardmandiaries.blogspot.com/2023/09/four-civilizations-of-galactic-realm.html here are 24 sci fi skills  that will be important within the galactic realm of the hyperspace sea! 

Insight Magician (Roger Dean) 

Broad: (+ 1 to a variety of things) 

  • Sacrifice magic (Bend the rules of reality and avoid catastrophes by burning flesh offerings to the gods). Proficiency possessions: Altar, sanctified meat.  
  • Insight magic (Know things you shouldn't be able to and be aware of looming dangers by entering a trance state). Proficiency possessions: Sensory deprivation helmet, meditation stool. 
  • Ancestor magic (Empower your body's mental/physical capacity and cleanse it of ill and injury by venerating the ghosts of your ancestors through prayer). Proficiency possessions: Relics, shrines. 
  • Terra magic (Warp and work the physical elements and systems within the atmosphere of planetary bodies by manipulating null matter quantum possibility particles). Proficiency possessions: Null matter rod/wand, quantcloud collector. 
  • Void magic (Warp and work the physical elements and systems outside of the atmosphere of planetary bodies by manipulating null matter quantum possibility particles). Proficiency possessions: Null matter rod/wand, quantcloud collector. 
  • Biogenering (Modify form and biology of yourself and others by fusing genetic sequencers from disparate biological organisms). Proficiency possessions: Mobile sample sequencer, sample collector drone, Sequencing accelerator pod.   
  • Encyclopedia (Know obscure, pertinent and helpful information about things you have not encountered before by hardlining information via datajack while you sleep). Proficiency possessions: Datacube (subject specific), Brain datajack. 
  • Survival (Keep yourself and others alive in harsh conditions by securing shelter and resources). Proficiency possessions: Bubble tent, Nutrient replicator, Slow-drip chemical converter.  
  • Terra vehicle combat (Destroy other vehicles and avoid being destroyed in vehicular combat within the atmosphere of planetary bodies). Proficiency possessions: Reflex datajack, adrenaline regulator, stimulant injector. 
  • Space vehicle combat  (Destroy other vehicles and avoid being destroyed in vehicular combat outside of the atmosphere of planetary bodies). Proficiency possessions: Reflex datajack, adrenaline regulator, stimulant injector.
  • Melee fighting (Kill/subdue others in close combat and avoid being killed/subdued yourself).  Proficiency possessions: Melee weapons, armour, adrenaline regulator, stimulant injector.
  • Ranged fighting (Kill/subdue others in ranged combat and avoid being killed/subdued yourself).  Proficiency possessions: Ranged weapons, armour, adrenaline regulator, stimulant injector.

Narrow: (+ 2 to specific things)

  • Philosophy (Dissolve impossible magical forces and make yourself immune against illogical ills such as curses and spells by rational and systematic considerations of reality). Proficiency possessions: Brain datajack repeating uncorrupted maxims, truth tattoos. 
  • Economics (Maximize your resources through trade and avoid being taken advantage of when trading by knowing the value of things). Proficiency possessions: Weightmass scanner, brain datajack with relevant market streams. 
  • Civics (Navigate bureaucracy successfully and avoid legal pitfalls by hardlining up to date legalese via datajack). Proficiency possessions: Datacube (Law records), brain datajack. 
  • Engineering ( Effectively modify/create mechanical constructs and ensure their optimal operation by knowing well their workings). Proficiency possessions: Powered exo arm, analyser drone, chemical fabricator.   
  • Battle tactics (Provide effective directives in battle and avoid falling prey to the battle plans of opposing forces by a comprehensive understanding of all battlefields). Proficiency possessions: Retina drone feeds, brain datajack with relevant environmental data streams. 
  • Leadership  (Provide effective and inspiring directives and avoid being undermined by a comprehensive understanding of others motivations). Proficiency possessions: Retina drone feeds, brain datajack with relevant data streams. 
  • Intimidation (Threaten others into complying with your wishes and know when others are bluffing you by an intuitive grasp of psychology). Proficiency possessions: Resonator, Biofeedback scanner.  
  • Artistic creation (Construct inspiring experiences and correctly interpret the meaning of other’s works by being highly emotionally receptive). Proficiency possessions: Sensory acceleration helmet, shrine (to appropriate muse), materials and tools appropriate to medium worked. 
  • Terra navigation (Plot effective routes and avid getting lost within the atmosphere of planetary bodies). Proficiency possessions: Datacube (planetary maps), retina drone feeds, . 
  • Space navigation (Plot effective routes and avid getting lost outside of the atmosphere of planetary bodies). Proficiency possessions: Datacube (astrological maps), brain datajack with relevant navigation data streams. 
  • Data search (Find out obscure, pertinent and helpful information by hardlining information via datajack while you are awake). Proficiency possessions: Datacube (subject specific), Brain datajack. 
  • Electronic intrusion (Make electronic devices/equipment do things they shouldn’t and stop your electronics from being hijacked by interfacing with the datagrid directly with a brain datajack). Proficiency possessions: Brain datajack, datagrid bio-throne, datagrid bio-capsule. 


Monday 25 September 2023

Four Civilizations of The Galactic Realm (And a Micro Review of GD20)

 I am currently working on a little sci fi thing called "The Galactic Realm of the Hyperspace Sea" for the GD20 Jam (run by the fine folks over at CSS). 

It's a galaxy where hyperspace travel is near instantaneous, but requires the presence of hyperspace seas - which works likes areas of ocean in our world, travel by boat is much quicker than travel by foot.  Space travel outside of hyperspace will be sublight speed, much slower, thus areas on "the coast" will be much more cosmopolitan/built up but prone to being attacked. Areas not on the coast are more disconnected from much of the events of the realm, enjoying the safety and isolation this brings but miss out on newer developments closer to the hyperspace seas. 

The plan is to have 10 space faring civilizations outlined, semi inspired by ancient earth civilizations, alongside 24 skills. I'll then map out the realm and this will represent the galactic realm in a peaceful/stable moment in history - from there I hope to run a domain game with each player in control of a civilization and we play through a few centuries of history to get a more chaotic/conflict riven setting (unless my players prove me wrong and somehow end up with universal peace).

I like GD20  because it seems to be the system that gets the absolute most bang out of each d20 dice rolls. The game is: Roll a d20 (adding an bonuses) and equal or beat a number. That's it! If its a dangerous action you are attempting you lose the amount of HP that you fail the roll by. Enemies "stats" are simply a target number you can either beat or lose to in a roll - either combatant losing the amount of HP they lost the contested roll by.  I love this for a play by post game, because you can extrapolate a lot of in game fiction from a single dice roll. My experience with play by post is that combat becomes INTERMINABLE very quickly, with GD20 this doesnt need to be the case - with a lot of importance sitting on a single dice roll things can move quicker. Even as I am writing this I am considering changing the combat system so all combats are resolved by a single roll. 

So with this kind of system I can just make up a bunch of weirdo sci fi skills, present them to the player, and we are good to go - which is what I plan to do! Maybe get involved in the GD20 to try out something different yourself: https://itch.io/jam/gd20-jam

Now, to the civilizations...

(They are presented in the following format if you want to make your own:

  • Name
  • Government. Culture. Religion. Entertainment. 
  • Architecture. Costume. Misc. Vehicle Design.
  • Background name (skill bonus) x 4 )    


Pantheonic Planetary States 

An alliance of self governed planets who all value the political agency of individual citizens. A culture of free thought, public debate and dramatic performances. The planetary states see themselves as subjects of and protected by a common pantheon of gods - an array of deities each with their own realm of control. These gods require ongoing sacrifices to remain content and appeased. Dramatic performances exploring metaphysics are the endemic form of entertainment. 

Aesthetics: White stone, columns, arches and domes, immense statues of gods in human form. Robes of flowing cloth. Vehicles are curved and plumed metals of orange and gold. 

Backgrounds

  • Priest (Advantage to sacrifice magic) 
  • Sage (Advantage to philosophy) 
  • Academic (Advantage to encyclopedia)  
  • Councilor (Advantage to civics) 


Emperor's Peace 

An interstellar empire ruled by an emperor/empress elected by a council of military officers. A strict and rigid culture, devoted to both the edicts of the emperor and seeking glory through service to the empire. While a staggeringly wide range of deities are sacrificed to and worshiped within the empire, the deified emperors of the past are widely considered the most potent and powerful. Brutal gladiatorial matches, often to the death, are the endemic form of entertainment. 

Aesthetics: Black stone, columns, arches and domes - often spiked, immense statues of gods in human form. Robes of flowing cloth, hardened by pieces of spiked metal armour. Vehicles are curved and spiked metal of silver and red.

Backgrounds

  • Centurion (Advantage to melee or ranged fighting) 
  • Officer (Advantage to civics) 
  • Fabricator (Advantage to engineering)
  • Priest (Advantage to sacrifice magic)





Empire of The Solar Dynasty 

An interstellar empire ruled by a semi deified family. While positions of symbolic power are only ever granted to those of the line of the Solar Dynasty an immense meritocratic bureaucracy ensures the empire is impeccably well managed. Shrines devoted to the solar family are ever-present, as is a steadfast devotion to one's own family - living and dead. Intimate and private poetry readings and musical performance are the endemic form of entertainment.     

Aesthetics: Green stone pagodas, ornate golden eaves, solar iconography and enshrined portraits. Silken suits with long skirts for pants. Vehicles of red, gold and green metals given the visage of flying lizards and birds.  


Backgrounds

  • Solar servant (Advantage to civics) 
  • Solar ethicist (Advantage to philosophy) 
  • Industrial artisan (Advantage to engineering) 
  • Trade captain (Advantage to economics) 





Clans of the Outer Spheres

A loose confederacy of self governed planets, linked in a shared belief that the planetary body itself is ruler and owner of the peoples that inhabit it. In reverence to their planet, Outer Sphere clan worlds are sparsely populated. From each major group within this population a representative is sent to a low orbit space station. Here the Council of World Speakers interprets communications from the planet and canonizes them into edicts to be followed by those living below. Tranquil appreciation of the god planet's beauty and highly ritualized dance are the endemic forms of entertainment. 

Aesthetics: Structures that appear to be part of the natural landscape, sculpted tree and stone. Near nudity in warmer climates, wrapped in barely tailored skins and furs in colder ones. Vehicles of unfinished metal in hues of natural ore, shaped as simple ovals or spheres. 

Backgrounds

  • Warden (Advantage to terra magic) 
  • Gatherer (Advantage biogenering)  
  • Wanderer (Advantage to survival or terra navigation)
  • Hunter (Advantage to melee or ranged fighting) 




Saturday 19 August 2023

The Infinigrad Weird City Toolkit in PDF - Coming soon!

I have been working on is  PDF version of the Infinigrad Weird City Toolkit (https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit), which currently only exists as a set of automated html file generators. 

The PDF version will probably end up at about 100 pages of pure weird city tables for your gaming pleasure. 

The PDF will be added at to the existing Infinigrad tool kit at no extra cost! 

Should be out soon! 

Enjoy some images from the pdf: 







Thursday 20 July 2023

Epsilon Infinigrad Suburb/Street Stocker and Mapping

  • Each suburb is composed of d10 streets. 
  • Each street is composed of d6 buildings and a random street encounter. 
  • Use the “Overall Suburb Details” generator in https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit to get details of the suburb. Use this to flesh out the specifics of random encounters and building inhabitants.  
  • Suggested system for mapping: Streets are presented in a grid format, each grid box representing a street. 
  • Generate more specific details of suburb/building residents as required using https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit 
  • As a guide for the referee, it takes about quarter dayish to walk a street. The referee should take into consideration the needs for rest/food etc when traveling. 


Example Map

Building stocking table: 

Note: Each d10 represents a digit in the final price (i.e. 3d10 means rolling 3 d10’s and using the three results to get a 3 digit number). Example: a result of 3, 9 and 6 is 396 coins. Pricing method is from: https://www.drivethrurpg.com/product/444004/Guild-Dogs--Epsilon-Edition 

  1. Residential occupation, slum-like: Apartments for sale for 4d10 coins. 1 in 20 chance of random encounter resting in an apartment purchased here. Use safe location room stocking if exploring. 
  2. Residential occupation, opulent: Apartments for sale 6d10 coins - allows safe rest and the next d6 tests after resting here will be rolled with advantage (Roll two die, use the best result). Use safe location room stocking if exploring. 
  3. Residential occupation, high security: Apartments for sale for 5d10 coins - allows safe rest. Use safe location room stocking if exploring. 
  4. Residential occupation, run down: Apartments for sale for 4d10 coins. 1 in 100 chance of random encounter resting in an apartment purchased here. Use safe location room stocking if exploring. 
  5. Inn/Hotel: Rest safely for 2d10 coins a night. Eat for 1d10 coins per person. True rumors available for 2d10 coins a rumor. Travelers offer jobs - generally focused on acquiring something of value from the surrounding suburb. Use safe location room stocking if exploring. 
  6. Bar/Cafe: Eat for 1d10 coins per person. Eating here will generally have a calming/mentally restorative effect. The publican/chef offers jobs - generally focused on the acquiring of supplies/ingredients. Use safe location room stocking if exploring. 
  7. Temple: Deity specific blessings for 2d10 coins. Holy rituals for 4d10 coins. Clergy offer jobs - generally inline with the operations and ethos of the church. Use safe location room stocking if exploring (unless a particular chaotic deity, then use dangerous location room stocking). 
  8. Surgeon/Doctor: Minor healing for 2d10 coins. Major healing for 3d10 coins. Use safe location room stocking if exploring. 
  9. Eatery: Eat for 2d10 coins per person. Food will have special effects. Use safe location room stocking if exploring. 
  10. Dustery/Imbibery: Ingest psychoactive substances for 2d10 coins. Substances will have a wide range of effects on the body. Neerdowell patrons will offer jobs - generally focused on theft and/or violence.  Use safe location room stocking if exploring. 
  11. Workshop of mental labour: Purchase specialty knowledge for 2d10 coins. Use safe location room stocking if exploring. 
  12. Library: A repository of something specific to the suburb. Librarians will offer jobs - generally focused on the acquisition of new stock/samples for the library. Use safe location room stocking if exploring. 
  13. Bath house: Clean and relax for 2d10 coins per person. True rumors available for 2d10 coins a rumor. Use safe location room stocking if exploring.
  14. Workshop of mechanized labour: Purchase a very specific and small selection of goods here for d10 coins. Foreman will offer jobs - generally focused on the acquisition of supplies. Use safe location room stocking if exploring.
  15. Garden: Relax and center oneself for free. Gardener will offer jobs - generally focused on the acquisition of exotic plants and animals. Use safe location room stocking if exploring.
  16. Workshop of physical labour: Purchase a very specific and small selection of goods here for d10 coins. Goods made to order for 2-4d10 coins depending on size/difficulty. Foreman will offer jobs - generally focused on the acquisition of supplies. Use safe location room stocking if exploring.
  17. Gang occupation, minor: Hire muscle for 3d10 coins per day. Leaders will offer jobs - generally focused on theft, violence and local terrorism. Use safe location room stocking if exploring.
  18. Gang occupation, major: Hire muscle for 3d10 coins per day. Hire assassins/other types of skilled yet violent jobs for 4d10 coins. Leaders will offer jobs - generally focused on theft, violence and local terrorism. Use dangerous location room stocking if exploring.
  19. Monster occupation, minor: A building overrun with monsters. Use dangerous location room stocking if exploring 
  20. Monster occupation, major: A building overrun with monsters, including several lairs of particularly powerful monsters . Use dangerous location room stocking if exploring. 
  21. Public entertainment venue: Relax and be entertained for d10 coins per person. Hire entertainers for 3d10 coins per day or provide entertainment appropriate for the venue for  3d10 coins per day. Use safe location room stocking if exploring.
  22. Private entertainment venue: Denied access without completing a job for the owner first, then relax and be entertained for 2d10 coins per person. Hire high end entertainers for 4d10 coins per day or provide high end entertainment appropriate for the venue for  4d10 coins per day. Use safe location room stocking if exploring.
  23. Order keeper occupation: Hire protection for 4d10 coins per day. Leaders offer jobs - generally focused on bounty hunting. Use safe location room stocking if exploring.
  24. Graveyard: Respectfully dispose of corpses for 2d10 coins. Keepers offer jobs - generally focused on the removal of monstrous infestations within the graveyard. Use dangerous location room stocking if exploring. 
  25. Storage warehouse: Purchase a very specific and small selection of goods here for d10 coins. Head watchperson offers jobs - generally focused on preventing break ins at the warehouse. Use safe location room stocking if exploring. 
  26. Guild, peaceful/passive: High quality guild specific goods and services available for 3d10. Guild master offer jobs - generally focused on the disruption of other nearby guilds. Use safe location room stocking if exploring. 
  27. Guild, aggressive/destructive: High quality guild specific goods and services available for 3d10. Guild master offer jobs - generally focused on the disruption of other nearby guilds. Use safe location room stocking if exploring.  Use dangerous location room stocking if exploring. 
  28. Dungeon entrance: Residents camped at the entrance will offer jobs - generally focused on recovering/destroying something within the dungeon. Use dangerous location room stocking if exploring. 
  29. Store, food: Buy serves of transportable food, appropriate to suburb, for d10 coins. Use safe location room stocking if exploring. 
  30. Store, general supplies: Buy general supplies, appropriate to suburb, for 2d10 coins. Use safe location room stocking if exploring. 
  31. Store, weapons: Buy weapons, appropriate to suburb, for 2d10 coins. Use safe location room stocking if exploring. 
  32. Store, armour: Buy weapons, appropriate to suburb, for 3d10 coins. Use safe location room stocking if exploring. 
  33. Store, small/medium trade goods: Buy a sack of trade goods, appropriate to suburb, for 3d10 coins. Sell trade goods, the sell price of trade goods is multiplied by 1 for each suburb away from place of purchase. Use safe location room stocking if exploring.  
  34. Store, large trade goods: Buy carts/beasts of burden, appropriate to suburb, for 5d6 coins. Buy a cart load of trade goods/bulky trade goods, appropriate to suburb, for 4d10 coins. Requires cart/beast of burden to transport. Sell trade goods, the sell price of trade goods is multiplied by 1 for each suburb away from place of purchase. Use safe location room stocking if exploring.  
  35. Store, ornamentation: Purchase suburb specific decorations for 2d10 coins, or decorative services for 3d10 coins. Use safe location room stocking if exploring. 
  36. Store, augmentation: Purchase suburb specific attribute increasing augmentations for 6d10 coins. Use safe location room stocking if exploring. 
  37. Store, magical/useful miscellanies: Purchase suburb specific magical tools and speciality equipment for 4d10 coins or spell laden items for 5d10 coins.  Use safe location room stocking if exploring. 
  38. Abandoned, truly empty: Only use room purpose table, no stocking table, if exploring. 
  39. Abandoned, mad men and monsters lurking: Inhabited with suburb specific monsters and dangerous humans. Use dangerous location room stocking if exploring but assume “Device” and “Strangeness” results are instead Group of aggressive npc’s/beasts.  
  40. Abandoned, diseases and traps: Filled with suburb specific diseased and traps. Use dangerous location room stocking if exploring but assume “Device” and “Strangeness” results are diseases or traps.  
  41. Abandoned, falling apart: Suburb specific near building in ruin and disrepair. Use dangerous location room stocking if exploring but assume “Device” and “Strangeness” results are collapsed or collapsing rooms.  
  42. Utility, transportation: Fast, suburb specific, transportation available for 3d10 coins per trip. Use safe location room stocking if exploring. 
  43. Utility, air: Causing some suburb specific effect to the nearby air, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring. 
  44. Utility, waste disposal: Disposing of some suburb specific waste, appropriate services or products available for 3d10 coins. Use safe location room stocking if exploring. 
  45. Utility, sewage: Managing the suburb’s sewers. Implies the existence of sewers. Use safe location room stocking if exploring. 
  46. Utility, magical: Causing some suburb specific effect to reality, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring. 
  47. Utility, water: Causing some suburb specific effect to the nearby water, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring. 
  48. Bank: Loans, deposits, and storage available. Managers offer jobs - generally focused on debt recovery.  Use safe location room stocking if exploring. 

Street stockings and their suggested uses: 
  1. Neutral npc - Will possibly physically assist, or provide guidance/knowledge  
  2. Aggressive npc - Will possibly attack or physically hinder
  3. Group of neutral npc’s - Will possibly physically assist, or provide guidance/knowledge  
  4. Group of aggressive npc’s - Will possibly attack or physically hinder
  5. Neutral beast - Will possibly physically assist
  6. Aggressive beast - Will possibly attack or physically hinder
  7. Group of neutral beasts - Will possibly physically assist
  8. Group of aggressive beasts - Will possibly attack or physically hinder
  9. Resource (native to the suburb) - guarded, roll a d8 to determine who by 
  10. Resource (native to the suburb) - unguarded 
  11. A fight! Roll a d8 twice to determine who between 
  12. Empty 
  13. Empty 
  14. Device - Will have an impact on nearby streets  
  15. Treasure - Something glorious birthed by the surrounded suburb 
  16. Strangeness - Something unsettling birthed by the surrounding suburb 
  17. Vegetation  - Will possibly assist or hinder 
  18. Public art - Will possibly have a psychological impact on the party 
  19. Public utility - Will possibly provide a boon to the party 
  20. Roll twice and combine
Universal base room purpose table (combine with an appropriate room stocking table):  
  1. Place of rest/recreation
  2. Place of physical work/storage
  3. Place of sleep
  4. Place of ornamentation
  5. Place of ritual and worship
  6. Place of waste disposal
  7. Place of eating
  8. Place of lavatory/bathing
  9. Place of mental work and research
  10. Place of mental storage/secrets
  11. Place of machinery
  12. Place of growing
Safe location room stocking table: 
  1. Empty 
  2. Neutral npc
  3. Aggressive npc
  4. Group of neutral npc’s
  5. Group of aggressive npc’s
  6. Unexpected beast
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine
Dangerous location room stocking table: 
  1. Empty 
  2. Neutral npc/beast  
  3. Aggressive npc/beast 
  4. Group of neutral npc’s/beasts 
  5. Group of aggressive npc’s/beasts 
  6. Aggressive great beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine

Automated Tables: