January 1, 2020

Location, Location, Location

Another post on this blog deals with hacking the ROOT RPG war system to fit into a more open setting (Although leaning towards Sci-Fi). @Kharrak on the Mothership discord server mentioned that it might be nice to port the random tables for names and notable features, buildings, and NPCs. So here's my version of that.

Colony Names

Because there’s no specific setting, here’s a good colony name generator with way more names than I would be able to reasonably create.

Important NPCs




1d66 (Roll 2d6 and take one as the ones, one as the tens)
NPC
11
Mayor
12
Scientist
13
Guard Captain
14
Rebel Leader
15
Enemy Captain
16
Elder
21
Botanist
22
Thief
23
Corporate Regional Manager
24
Academic
25
Tax Collector
26
Mob “Collection Agent”
31
Doctor
32
Arms Shopkeep
33
Salesperson
34
Noble/Wealthy Person
35
Astronomer
36
Banker
41
Mob Boss
42
Pirate
43
Mercenary
44
Food Production Worker
45
Bounty Hunter
46
Historian
51
Faction Recruiter
52
Tailor/Cobbler
53
Jeweler
54
Corporate Military Captain
55
Barber
56
Religious Figure
61
Soldier
62
Construction Overseer
63
Construction Worker
64
Assassin
65
Gambler
66
Judge



Important Buildings






1d66 (Roll 2d6 and take one as the ones, one as the tens)
Building
11
Physics Laboratory
12
Biology Laboratory
13
Chemistry Laboratory
14
R&D Facility
15
Refinery
16
Mine
21
Farm/Hydroponics
22
Commodities Factory
23
Government Center
24
Security Station
25
Fence/Wall
26
“Coffin” Apartments
31
Computer Database
32
Armory
33
Infirmary
34
Brewery
35
3D printer
36
Logistics Station
41
Warehouse
42
Orchard
43
Star-port
44
Market
45
Religious Building
46
Bar
51
Restaurant
52
Almshouse
53
Barracks
54
School Building
55
Bridge
56
Life Support
61
Bank
62
Fountain/Park/Dedicated Recreation Area
63
Prison
64
Graveyard
65
Courthouse
66
Corporate Regional Office



Important Landscape Features




1d66 (Roll 2d6 and take one as the ones, one as the tens)
Feature
1
River
2
Sealed Environment
3
Tall Cliff
4
Alien Ruins
5
Lake
6
Caves
7
Hydrogen Mine
8
Metal Mine
9
Ice Mine
10
Broken Colony Building



Problems





1d66 (Roll 2d6 and take one as the ones, one as the tens)
Problem
11
Predatory Creature Attacks
12
Natural Disaster
13
Pirates
14
Enemy Occupation
15
Famine
16
Sickness
21
Tyranny
22
Hostile Atmosphere
23
Money
24
Inequality
25
Overpopulation
26
Lack of development
31
Corruption
32
Dissent/Rebellion
33
Lack of crucial resource
34
Lack of skilled labor
35
Overtaxation
36
Sabotage
41
Internal Strife
42
Inflexible Traditions
43
Prejudice
44
Brutality
45
Protection Racket
46
Xenophobia
51
Road Damage
52
Obsolescence
53
Cultural Assimilation
54
Coup
55
Poisoned Supplies
56
Dilapidated Machinery
61
Fearmongering
62
Warmongering
63
Smugglers
64
Thieves
65
Censorship
66
Strange Mystery

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