Showing posts with label random aliens. Show all posts
Showing posts with label random aliens. 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.

Wednesday, September 30, 2015

Into the Night - Random Aliens, part 3

    Welcome to the third and final part of my Random Alien tables for Numenera. This section has tables for generating random alien planets. As you are more than likely creating this planet with a specific usage in mind, these tables are probably the most subject to individual finagling. If you are trying to make a homeworld or colony for a specific alien species and you roll some results that make no sense, don't be afraid to just pick one that's better suited.

Random Alien Tables

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

Planet


Table 16 – Size
1d6
Size
1
Tiny. Equatorial circumference <15k miles. Light gravity.
2
Small. Equatorial circumference 15-19k miles Light gravity.
3-4
Near Earth-like. Equatorial circumference 20-30k miles. Normal gravity.
5
Large. Equatorial circumference 31-35k miles. Heavy gravity.
6
Huge. Equatorial circumference >35k miles. Heavy gravity.


Table 17 – Temperature
Table 18 – Moisture
1d6
Average Surface Temperature
1d6
Percent surface water
1
Freezing. < 48 °F
1
Dry. No surface water
2
Cool. 49-53 °F
2
Parched. <30% water
3-4
Temperate. 54-62 °F
3
Moderate. 30-60% water
5
Warm. 63-73°F
4-5
Earth-like. 60-80% water
6
Scorching. > 73°F
6
Drowned. +80% water

Table 19 - Landmasses
1d6
Landmasses
1
Supercontinent
2
2-4
3-4
5-7
5
8-10
6
Countless islands

Table 20 – Atmosphere
1d6
Atmosphere
1
None/Thin. Bring air or risk suffocation.
2
Unbreathable. The atmosphere is inert, but unbreathable. Bring air or risk suffocation.
3-4
Breathable.
5
Thick. Special pressure mask needed, or take 1 Might damage per hour.
6
Poisonous. Take 1 Might damage per round of breathing this atmosphere.

Table 21 – Biosphere
1d6
Biosphere
1
Dead. No life worth noting.
2
Simple. Bacteria and algae.
3
Diverse. Plants, animals, etc. Earth-like.
4
Fecund. Extreme diversity, like the rainforest.
5
Hybrid. Mixture of multiple alien ecosystems.
6
Artificial. Carefully engineered for a desired effect.

Table 22 – Habitation
Table 23 – Traffic
1d6
Habitation
1d6
Traffic
1
Uninhabited. Possibly a few hermits.
1
Isolated. Nobody ever comes here.
2
Sparse. < 5 billion.
2
Rare. Once every few years.
3
Moderate. 5 to 10 billion.
3
Occasional. A few arrivals/departures a year.
4
Populous. 10 to 20 billion.
4
Often. A few arrivals/departures a month.
5
Congested. 20 to 50 billion.
5
Daily. People come and go every day.
6
Super-Metropolis. > 50 billion
6
Bustling transit hub. Constant coming and going.

Table 24 – History
1d6
History
1
Virgin. The people living here have always lived here.
2-3
Fresh. One or two previous worlds.
4-5
Used. Three to five previous worlds
6
Venerable. Several previous worlds, like Earth.

What's Next

    With these tables completed, I feel as though the only sensible thing to do would be to test them out. I think my next post will be some example aliens and their planets created with these tables, polished up and ready to go. Aside from that, I've got plenty of ideas just related to Into the Night:
  • Expanded spaceship rules
  • Rules for mass-produced technology
  • A Galactic Federation-style organization
  • A Mos Eisely-style shadowport
  • Factions in space
  • Homeworlds of established visitants
    If there's something else that you want to see, leave a comment and let me know. If I like your idea, I just might do it.

Into the Night - Random Aliens, part 2

    Welcome to part 2 of my Random Alien tables for Numenera. This section gives you the tools to create a random alien society, including technology, government, religion, and psychology. These tables are mostly system agnostic, so they could be used for just about any game. Anyway, here's culture:

Random Alien Tables

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

Culture

    Once again, roll at least once on each of the tables below to determine an alien civilization's culture and level of advancement. 

Table 9 – Tech Level
1d10
Tech Level
1
TL 0 – Stone Age. Hunter gatherers with no agriculture. Little to no metal tools.
2
TL 1 – Agrarian Age. Agriculture discovered, permanent civilization and metal tools common.
3
TL 2 – Industrial Age. Steam powered automation discovered. Mass production begins.
4
TL 3 – Electrical Age. Electricity discovered and widely used for lighting, machines, etc.
5
TL 4 – Information Age. Large scale use of computation. Global telecommunications network present.
6
TL 5 – Space Age. Slower-than-light space travel common. Other planets and moons in the star system colonized.
7
TL 6 – Interstellar Age. Faster-than-light space travel common. Multiple star systems explored/colonized.
8
TL 7 – Immortal Age. Biological immortality discovered and all disease eradicated. Unlimited free access to physical needs.
9
TL 8 – Cosmic Age. Travel between galaxies common. Matter and energy harvested on a cosmic scale. Society free of all material want.
10
TL 9 – Transcendent Age. Travel between realities and through time well-established, if not common. Engineering new universes and altering the laws of physics possible.

Table 10 – Government Type
1d10
Government
Details
1
Anarchy
No formal government. If there is any society at all, it is perhaps based on an informal code of ethics and personal vendettas.
2
Autocracy
All power is in the hands of one individual, such as an emperor or dictator.
3
Confederacy
Any society formed of multiple semi-independent governments united under one central government.
4
Democracy
Citizens vote to determine policy and/or elect leaders.
5
Feudalism
All land owned by multiple minor lords who pay fealty to a sovereign.
6
Military dictatorship
A military dictator and/or military party rule society by show of force.
7
Plutocracy
Society governed by only the very wealthy.
8
Socialism
Wealth and means of production jointly owned by all citizens, distributed evenly or in accordance with individual need.
9
Technocracy
Only those with technical skill or access to certain technologies hold political power.
10
Theocracy
All societal decisions made by the dominant religious institution. Likely includes a privileged priest caste, a despotic head theocrat, and repression of other creeds.

Table 11 – Religion Subject
1d6
Subject
1
Monotheism
2
Polytheism
3
Animism (worship of spirits, minor deities, elemental forces, etc.)
4
Ancestor worship
5
Worship of legendary heroes/prophets
6
Worship of a concept (death, war, love, etc.)

Table 12 – Religiosity
1d10
Details
1
Anti-theism. Religion poisons everything.
2
Outspoken atheism. Religion dismissed as absurdity.
3
Atheism.
4
Doubtful. Skeptical, but rarely make definite statements.
5
Apatheism. Few strong opinions on religion.
6
Spirituality. Mainly superstitions and feel-good platitudes.
7
Moderate observance. Religion is observed, but only loosely obeyed.
8
Conservativism. Religious rules, often backwards, held up as law.
9
Fanatacism. Religion influences every aspect of life.
10
Total Fanaticism. Death to the heretics!

Table 13 – Vices and Virtues
1d10
Vice/Virtue
Opposite
1
Education
Simplicity
2
Faith
Skepticism
3
Individuality
Community
4
Indulgence
Self-denial
5
Material wealth
Charity
6
Politeness
Honesty
7
Pride
Humility
8
Sexuality
Chastity
9
Sloth
Industry
10
Violence
Harmony

    I think this table requires some explaining. All cultures have something that they hold sacred, so much so that they don't even question it. To them, the idea that this thing is sacred or profane is as self-evident as the color of the sky.
    The middle column lists certain values while the right column lists their rough opposite. Roll two or three times on this table and pick the entry of one column or another. These are your species' cardinal virtues. Their opposites are abhorred.

Table 14 – Prominence
Table 15 – Reputation
1d6
Prominence
1d6
Reputation
1
Single star system.
1
Feared/Hated
2
A few star systems.
2
Ambivalence
3
Dozens of star systems.
3
Adored
4
Hundreds of star systems.
4
Liked
5
Thousands of star systems.
5
Unknown
6
Multiple galaxies.
6
Opinions are mixed. Roll twice.

Final Notes

    Okay, no further reading here. I pretty much got that all out of the way in the first post. However, it has been brought to my attention that Numenera uses only d6, d10, d20, and d100. I hadn't noticed that before, so I used other standard dice, like d4, d8, and d12. I do not intend to shorten or lengthen the previous tables, but from now on I will try to stick to these.
    However, if you want to use these tables but do not have the required dice, I recommend you to the Dungeons and Dragons Dice Roller, which not only has all the standard dice of D&D, but has an option for generating random numbers of any range. It is an indispensable tool and I use it to this day. I'll put a link to it in the first post as well.
    Up next, random planets.