Showing posts with label character options. Show all posts
Showing posts with label character options. Show all posts

Thursday, October 1, 2015

Random Aliens - Examples

    To show off my neat random alien tables, I decided that I would make some sample alien species. Here we have three alien species and options for characters to play them. For each entry, I have included the raw table data as well, which I may have modified slightly to make more sense.

    If you didn't see my random aliens tables, you can find them here:

Random Alien Tables

The Inthiolar

Raw Data
Biology: Biped; Mineral; Large; Swimming; Natural Weapons, Fast; Vulnerability; Parthenogenesis; Moderate life span
Society: TL 6 – Interstellar Age; Plutocracy; Animism, Atheism; Virtues: Material wealth and sexuality; Vices: Charity and chastity; Dozens of star systems; Unknown
Planet: Near Earth-like; Warm, Parched; Supercontinent; Unbreathable; Diverse; Moderate population; Occasional traffic; Virgin

    The inthiolar (singular, inthiol) are a race of aquatic humanoids that are about 10ft tall, but stand with a hunched posture. Their bodies are slender and streamlined, with digitigrade legs, webbed feet and hands with sharp claws, and a small, curved snout on the end of a long flexible neck. Inthiolar are silicon-based lifeforms, rather than carbon based, and their skin is actually a tough, translucent silicon-based polymer. An inthiol's internal organs are fairly visible, suspended inside their clear bodies in a medium of effervescent blue liquid. They are swift and capable swimmers, but also must keep their gills wet or risk suffocation. Inthiol are usually "male," (actually neuter) but once a year they briefly become female, during which time they can choose to reproduce by parthenogenesis.
    Inthiolar are strongly material creatures, valuing material wealth over all else. There are almost no inthiolar volunteers or charities. Most inthiol governments are plutocracies, where a citizen's voting rights are scaled according to material wealth, with the ultra-wealthy as the ruling class.
    While much of their culture was originally based around an animistic religion venerating numerous minor divinities and nature spirits, spirituality has faded with their society's development, and now the majority of them do not actually believe their religions' tenets. However, they do still agree with their religion's positive emphasis on sensual pleasure, and as such most inthiol cities have a temple which serves as a brothel.
    The inthiol homeworld is known as Tueth, and it is heavily polluted. There is one large supercontinent that is mostly in the southern hemisphere, and most inthiol cities are built on the coast and underwater on the continental shelf. The pollution, however, has caused temperatures to rise and the oceans to recede, making land near the equator uninhabitable, and drying out some cities.
    Inthiol society has achieved FTL travel and colonized a few dozen nearby star systems. This has made Tueth something of a backwater for their species, with more and more colonists leaving every day. Further, the inthiolar controlled systems are tucked into the remote edge of the galaxy, and they have yet to make contact with galactic civilization at large.

Playing as an inthiol:
As a modifier: If you don't want to take inthiol as a descriptor, you can take these modifiers instead.
  • Aquatic. Numenera corebook page 127.
  • Water dependent. Every day that you go without immersing yourself in water, you take 1 point of Might damage that cannot be healed until you are immersed in water.
New Descriptor: Inthiol
    Fast. +2 to your Speed pool.
    Aquatic. Numenera corebook page 127.
    Claws. Your unarmed attacks count as medium weapons rather than light weapons.
    Skill: You're trained in all tasks regarding economics or commerce.
    Water Dependent. Every day that you go without immersing yourself in water, you take 1 point of Might damage that cannot be healed until you are immersed in water.


The Orteng

Raw Data
Biology: Multi-limbed; Amphibian; Human-sized; Burrowing; Smart, Fast; Violent; Parasitic; Very Long lifespan
Society: TL 4 – Information Age; Anarchy; Polytheism, Anti-theism; Virtues: Individuality, Honesty; Vices: Community, Politeness; Hundreds of star systems; Liked
Planet: Large; Temperate, Dry; Breathable atmosphere; Dead biosphere; Sparse; Isolated; Fresh

    The orteng (singular and plural) are a race of 8-limbed amphibians with warty reddish-brown skin. They have a long, tube-shaped body about 6ft long which ends in a broad, wedge-shaped head, set with three large, round black eyes and a broad mouth full of teeth. 8 limbs stick out from their sides, all of which end in four-fingered grasping hands. The front two are the most developed, so orteng usually walk on six and use the front two for manipulation, but in a pinch they can walk on four and use four.
    Orteng are hermaphrodites, and their method of reproduction is grisly. They need only mate once, a bloody, painful affair, after which they may, at any time, lay eggs in another living thing using their hard, sharp ovipositors. Orteng grubs devour the host from within before emerging as orteng young. Orteng can live to be 200 years old.
    As amphibians, orteng are partially dependent on water. They have adapted to rely on it less, however, as a result of the unfortunate circumstances of their home planet, Maichen. Millenia ago, the orteng went to war with a species known as the shai. The shai used a weapon that teleported all of Maichen's water into the sun, turning Maichen into a desert.
    The shai were destroyed by the forces of the Orphic Protectorate, but orteng civilization has declined precipitously. Their technology has regressed to point where they can no longer build spacecraft, and the planet's biosphere is practically dead. Orteng now live in the relative dampness of small underground warrens, holding only a few thousand souls each. Prior to the cataclysm, the orteng had a theocracy, but they have since overthrown all government in favor of lawless communes, governed only by an informal code of ethics.
    Orteng are known for their intelligence and single-minded dedication, and most pursue a specific area of technical expertise. Essentially every orteng is a technician or expert of some sort, and as such they are still valued by other species. Many of the orteng's former allies also take pity on them, and since they are official members of the Orphic Protectorate, whole communes can often raise the funds to emigrate, and thus can be found on hundreds of worlds.

Playing as an orteng:
As a modifier: If you don't want to take orteng as a descriptor, you can take these modifiers instead.
  • Partial Water Dependence. You must immerse yourself in water at least once a week, or the difficulty of all tasks requiring strenuous physical activity is increased by 1, due to your skin drying and cracking. This persists until you immerse yourself. If this time is spent in a high-humidity environment (like the rainforest), you can last two weeks before drying.
  • Violent. When combat breaks out, you must kill or otherwise incapacitate at least one creature, or succeed on a level 4 Intellect task, before you can stop fighting.
  • Skill: You are trained in numenera, or in one area of knowledge of your choosing.


New Descriptor: Orteng
    Smart: +4 to Intellect pool.
    Fast: +2 to Speed pool.
    Partial Water Dependence. You must immerse yourself in water at least once a week, or the difficulty of all tasks requiring strenuous physical activity is increased by 1, due to your skin drying and cracking. This persists until you immerse yourself. If this time is spent in a high-humidity environment (like the rainforest), you can last two weeks before drying.
    Violent. When combat breaks out, you must kill or otherwise incapacitate at least one creature, or succeed on a level 4 Intellect task, before you can stop fighting.
    Skill: You are trained in numenera, or in one area of knowledge of your choosing.
    Inability: You are foul tempered and have no respect for authority. Increase the difficulty of pleasant social interaction with non-orteng by 1. If the person to whom you are speaking is a religious authority of some sort, increase the difficulty by 2.
    Extra Equipment: You have a set of light tools. If you already have light tools, you have a set of heavy tools. If you have both, you have one extra oddity, chosen by the GM.

The Kreothi

Raw Data
Biology: Quadruped; Fish; Small; Flight, Swimming; Smart, Shapeshifter; Squishy; Hermaphroditism; Very Long Lifespan
Society: TL 5 – Space Age; Military Dictatorship; Monotheism, Moderate Observance; Virtues: Pride, Politeness; Vices: Honesty, Humility; Thousands of star systems; Ambivalence
Planet: Tiny; Warm; Moderate water; Countless islands; Breathable atmosphere; Fecund biosphere; Congested, bustling transit hub; Fresh. One or two previous worlds

    Kreothi (singular kreoth) are a race of soft-bodied aliens with four tentacle-like limbs radiating out from a sac-like central body, which contains organs and sensory apparatus. At full height, kreothi stand about 4ft tall. Their four limbs can serve as either ambulatory limbs or manipulators. Kreothi are boneless, and they can deform their body into a variety of shapes. They can spread out their limbs into broad fins, making them adept swimmers, and they can even glide with them. Kreothi are hermaphrodites who reproduce by internal fertilization and laying eggs. They can live to be 300 years old.
    Kreoth culture is based on overt displays of ability and bragging. Bragging is not only encouraged, but expected, and kreothi will often list a few of their proudest accomplishments when introducing themselves. However, they are an extremely proud people and easily offended. Their society has an elaborate system of etiquette, and personal disputes are often resolved by non-lethal duels.
    The kreoth religion is based on the worship of a single deity, Erdos, who is supposedly the first of the kreothi and credited with filling the void with planets and stars. The majority of kreothi worship and genuinely believe in Erdos's existence, and non-believers are viewed with suspicion and distaste.
    Danasos is the kreoth homeworld, a warm world of countless large islands and shallow seas bursting with life. Practically all of the islands host a crowded metropolis, and the population is over 15 billion. They have just recently come out of a period of political upheaval, where the previous governmental system of hereditary nobility was overthrown by a military junta, headed by the decorated and much adored General Amron (level 6, military tactics level 8).
    However, as a result of the war, kreothi honor culture, and the congested conditions of Danasos, the kreothi have spread far and wide across the galaxy, some seeking safety or better living conditions and some fleeing to escape their shame at losing a duel. Kreothi also find they prefer to be surrounded by other species, as they find it easy to look down on them. As such, kreothi can be found in small numbers on thousands of worlds.

Playing as a kreoth
As a modifier: If you don't want to take kreoth as a descriptor, you can take these modifiers instead.
  • Squishy. -2 to your Might pool.
  • Inability: Your natural hauteur is off-putting. Increase the difficulty of all pleasant social interaction by 1.
  • Deformable Body: You can reshape your body to suit a task. If you take one action to reshape your body, you gain an asset on swimming, slipping loose from bonds, or any other such task where this might be helpful.
New Descriptor: Kreoth

    Squishy. -2 to your Might pool.
    Smart. +4 to your Intellect pool.
    Inability: Your natural hauteur is off-putting. Increase the difficulty of all pleasant social interaction by 1.
    Deformable Body: You can reshape your body to suit a task. If you take one action to reshape your body, you gain an asset on swimming, slipping loose from bonds, or any other such task where this might be helpful.
    Gliding. You can take a turn to reshape your body into a parachute. With a level 4 Speed check, you can glide half as far as you fall, and you take no fall damage. If you fail, you take only half damage.

Final Thoughts

    So as I have hopefully demonstrated, it's quite possible to take a bunch of random nonsense and turn it into something useful, with a bit of thought. If none of these alien races interest you, then I hope at least you get some utility out of the tables. 
    Further, some of you may have noticed that I occasionally referred to something called the "Orphic Protectorate." I mentioned that I intended to make a galactic federation type organization, and that's it. You can expect a more detailed write up coming soon. Until then, you have any ideas or suggestions for improvement, then by all means, let me know.

Tuesday, September 29, 2015

Into the Night - Random Aliens, part 1

    Greetings and iadace, fellow pilgrims! This is the first post dedicated to fixing some of the shortcomings of Into the Night, which I reviewed here. In this post, I'll go over a method for creating random alien races for use in a Numenera game, mostly using random tables.
    I was originally going to make this all one post, but it turns out that tables take up a ton of space, so this post will cover alien biology. I also intend to make posts for random alien cultures and random planets, with links between them all. Until then, here's biology:

Random Alien Tables

  1. Biology - You are here.
  2. Culture
  3. Planet

Biology

    These tables determine the physical form of your alien race. Roll or choose at least one option from each table. I designed these tables with both NPCs and PCs in mind, so if a player wants to play an alien, they can work out the details with the GM and balance out strengths and weaknesses. I for one have never liked Numenera's policy of making racial options their own descriptor. If you keep it simple enough, you might could get away with adding on these abilities in addition to your descriptor.
    Update: Someone just pointed out that Numenera doesn't use d4, d8, or d12. I'm not going to shorten or lengthen these tables, but if you lack the appropriate dice, use the Dungeons and Dragons Dice Roller.
    Update 2: Okay, never mind. Backed by popular demand, the two non-standard tables have been converted to standard dice. Perhaps it's not the most elegant solution, but now you just need d6, d10, and d20 to use these.

Table 1 - Form
1d6
Form
Details
1
Biped
The creature walks upright on two legs, and probably has some upper manipulation limbs.
2
Quadruped
The creature has four or more ambulatory limbs, but none that are specialized for manipulation. To manipulate something, they must sit down, prop themselves up, or use just one hand.
3
Centaur
The creature has a lower body with four or more ambulatory limbs, and an upper body with some dedicated manipulation limbs.
4
Serpentine
The creature has no ambulatory limbs, and must slither around.
5
Amorphous
The creature is capable of changing its shape somehow. It might be a shapeless amoeba-like thing capable of forming pseudopods, a creature that cultivates multiple specialized limbs, or a full-blown shapeshifter.
6
Multi-limbed
The creature has several limbs which can be used for a variety of purposes, like an octopus.

Table 2 – Biology
1d10
Biological Analog
Details
1
Fish
The creature is or was adapted for life underwater. Gills, fins, scans, swim bladders and nictitating eyelids are all likely features.
2
Avian
The creature is descended from fliers. Wings, vestigial or otherwise, are a given. Warm blood, high-capacity lungs, keen eyesight, and speed and dexterity are likely. Feathers optional.
3
Plant
The creature is an ambulatory plant, or possibly fungus. Leaves and tendrils are likely features, as well as photosynthetic skin. The creature most likely reproduces through seeds or spores.
4
Reptile
The creature has scales, teeth, claws, cold blood, and/or a tail, like a reptile.
5
Amphibian
The creature is semi-aquatic, and probably has damp, semipermeable skin and webbed feet, as well as lungs.
6
Mammal
The creature is warm-blooded and probably hirsute. They probably also give live birth and nurse their young.
7
Mollusk
The creature has few or no hard parts, a mucous membrane, and probably a multitude of special limbs or pseudopods.
8
Arthropod
The creature has a hard exoskeleton with mechanical joints, like an insect or a crustacean.
9
Mineral
The creature is made primarily of an inorganic material, like silica, stone, or crystal.
10
Exotic
The creature is made of some bizarre material normally unsuited for life, like fire, energy, light, etc.

Table 3 – Size
1d6
Size
Details
1
Tiny
The size of a house cat, or smaller
2
Small
Shorter than 4ft tall, or about the size of a large dog
3
Human-Sized
-
4
Large
8 to 12ft tall, or about the size of a horse
5
Huge
12 to 20ft tall, or about the size of an elephant
6
Gargantuan
Elephant-sized or larger.

Table 4 – Movement
1d6
Movement
Details
1
Normal
The creature walks, or slithers, as its form suggests.
2
Flight
The creature has wings, gravity obviators, or gas sacs with which it can fly.
3
Swimming
The creature is faster than any human swimmer, but doesn’t necessarily breathe water.
4
Burrowing
The creature is adapted for burrowing with digging claws or the like.
5
Climbing
The creature is an adept climber, either with sticky pads or just long, strong limbs.
6
Multiple
Roll twice and add the result.

Table 5 – Adaptations
1d20
Adaptation
Details
1
Aptitude
This species is really good at one thing, and receives an asset on all related tasks. This might be technology, hunting, bartering, etc.
2
Camouflage
Either the creature can change its body color to blend in, giving it an asset on stealth, or it has terrain specific camouflage, giving it two assets on stealth, but only on that specific terrain.
3
Clairvoyance
This species can see the future, to some extent. They can never be caught by surprise, and a level 5 (or higher, GM’s discretion) Intellect task can determine roughly how dangerous/rewarding a particular endeavor might be.
4
Energy Manipulation
This species can manipulate a certain type of energy or force, like heat, light, gravity, electricity, magnetism, etc. They have an asset when dealing with these forces, and can use them offensively in a short ranged attack that deals 4 damage and costs 1 Intellect point.
5
Exotic metabolism
In addition to (or in place of) normal food, this species has some broader food source. They can ingest detritus, electricity, light (i.e., photosynthesis), minerals, etc.
6
Exotic Senses
This species can see in infrared, ultraviolet, radar, or has echolocation. In addition to revealing things about its environment that other creatures might miss, they negate the penalties of working in darkness.
7
Extremophile
This species can survive in an environment that would kill other species. This might be extreme heat or cold, poisonous atmosphere, crushing pressures, or the void itself.
8
Fast
This species is extremely fast and agile. +4 to Speed pool and/or an asset on Speed tasks.
9
Intimidating
This species has a terrifying, predatory appearance. They receive an asset on intimidation.
10
Natural Armor
This species has a tough hide, thick scales, armor plates, or the like. +1 Armor.
11
Natural Weapons
This species has teeth, claws, or something similar that are still deadly to use. Their unarmed attacks count as medium weapons.
12
Poison
This species has a stinger, spit, or gas that conveys a deadly poison. Creatures who fail a Might defense immediately take 3 damage, and 1 damage for every hour thereafter for 1d4 hours. Using this costs 2 Might points.
13
Regeneration
This species has incredible regeneration abilities. Severed limbs regrow, albeit slowly, and they have two single-action recovery rolls instead of one.
14
Shapeshifter
This species can alter the shape of its body somewhat. This grants it an asset on disguise, fitting through tight spaces, etc.
15
Slow metabolism
This species only needs to eat about once a week.
16
Smart
This species is known for its intelligence. +4 to Intellect pool and/or an asset on Intellect tasks.
17
Sociable
This species can make friends with all sorts, and gets an asset on all pleasant social interaction.
18
Strong
This species is incredibly strong. +4 to Might pool and/or an asset on tasks requiring great strength.
19
Telekinesis
This species can manipulate objects up to short range, using their Intellect pool instead of Might. The difficulty of any fine manipulation tasks is increased by 2 outside of immediate range, however.
20
Telepathy
This species can mentally communicate with any other sentient species, surpassing all language barriers.

Table 6 – Weaknesses
1d20
Weakness
Details
1-2
Boorish
This species is known for its poor social skills. The difficulty of all pleasant social interactions is increased by one.
3-4
Clumsy
This species has poor motor skills. -2 to Speed Pool and/or increase the difficulty of all tasks requiring dexterity by one.
5-6
Ineptitude
There’s one thing that this species is particularly bad at. This might be technology, navigating, lying, or something else, but increase the difficulty of all such tasks by one.
7-8
Sensory blindness
This species lacks one or more common senses, like vision, hearing, smell, etc. This could make all tasks that normally require it more difficult by one level, or they could have some way to compensate, such as echolocation.
9-10
Slow
This species is not very fast. -2 to Speed and/or increase the difficulty of all tasks requiring speed by one.
11
Special environment
This species requires a special environment, which it cannot survive outside of, such as underwater, a special atmosphere, high temperatures, etc. For every hour spent outside this environment, the creature takes 4 points of damage.
12
Special metabolism
This species has a very special diet. It might be food from its own planet, containing specific chemicals, or it might be something like electricity or certain minerals. Either way, normal food provides them no nourishment and may even be poisonous.
13-14
Squishy
This species is soft-bodied and does not absorb damage well. -4 to Might pool or reduce hit points by one-third, rounded down.
15-16
Stupid
This species is renowned for its stupidity. -2 to Intellect pool and/or increase the difficulty of all tasks requiring intelligence by one.
17-18
Violent
This species has a natural propensity for violence. When combat begins, a member of this species cannot stop fighting until they have killed/incapacitated at least one foe, or succeed on a level 4 Intellect task.
19
Vulnerability
This species has an allergy to a specific, semi-rare substance, such as certain plants, fungus, mammals, synth, a specific metal, etc. Exposure to this substance forces a level 4 Might defense, or all actions are increased in difficulty by 1 for 1d4 hours. Ingesting the substance requires the same Might defense, but also deals 4 damage.
20
Weak
This species has particularly weak muscles. -2 to Might pool and/or increase the difficulty of all tasks requiring strength by one.

Table 7 – Reproduction
1d10
Reproductive Method
Details
1-2
Sexual, internal
This method requires sexual intercourse between two or more individuals. One or both might then give live birth or lay eggs.
3
Sexual, external
This method involves one individual laying eggs, and another fertilizing them.
4-5
Hermaphroditism
This species has both male and female sex organs, and can create a genetically identical offspring or reproduce sexually.
6
Parthenogenesis
This species asexually produces genetically identical offspring, either through laying eggs or live birth.
7
Budding
This species grows nodules on its body that eventually fall off and become genetically identical offspring.
8
Sporulation
This species produces spores, or seeds, that take root in soil or some other medium and slowly mature into adults.
9
Parasitic
This species can only reproduce by gestating their young in the body of another creature, living or dead, willing or otherwise.
10
Artificial
This species can only reproduce with the aid of technology.

Table 8 – Lifespan
1d6
Lifespan
Details
1
Very Short
Less than 30 years.
2
Short
30 to 60 years.
3
Moderate
60 to 120 years.
4
Long
120 to 300 years.
5
Very Long
300 to 1000 years.
6
Immortal
Indefinitely, barring violence, disease, or an accident.

Recommended Reading

    Now to give credit where credit is due. Naturally I have been influenced by a variety of sources, and the idea of randomly generated alien races is nothing new. If you found this blog post useful, check out these other useful resources. The best part is that they can all be acquired for free:

Stars Without Number is a d20 based space exploration hexcrawl game set in the future, psychic powers included. It has excellent tables for random aliens, planets and such. The free version has just about everything you need for this purpose.

Species and Societies is a pay-what-you want PDF of random tables for generating, what else? Species and societies. It also has adaptation notes for a variety of systems, but sadly the Cypher System is not among them. Future blog post, maybe?

Metamorphica is a great resource for just about any game. It has a truly staggering collection of tables and suggestions for their use. You can create alien species, monsters, demons, chaos-mutated sorcerers, you name it. It's all systems agnostic, and it's pay-what-you-want. It's an incredibly useful book, though, so I highly recommend supporting the creators.