BattleTech fan since the early '90s, game design enthusiast since forever.

Thursday, November 22, 2018

So You Want to Be King of Some God-Forsaken Space Rock (Bandit Kings part 4)

A simple kingdom generator that I'd like to eventually flesh out into generating full sci-fi and fantasy campaigns. Posting this draft version early because... well, I'd rather clean it up some (individual reroll buttons, formatting, grammar, better code, proper weight, proper attribution) first, but it's usable as-is. 
[Edit, Feb 14: you can now reroll sections without reloading the whole page. /Edit]
I fully expected Blogspot to make it extra rough to add javascript to a post, but kudos to them for keeping it surprisingly painless. (If your needs are simple, this guy makes it even easier - just put a list into his widget and it spits the code out!)

Random Kingdom below the cut.



GOVERNMENT: corporate, of bandits, near the Taurian Concordat.
basic mood: nervousness on the outside, terror on the inside; delirious.



VIP: Spymaster, 23M, no special skills.
basic mood: discouragement on the outside, sorrow on the inside; unfulfilled.
reaction to PCs: anxiety, Enemy (will go out of their way to hinder).

VIP: Planetary Leader, 32F, good with charm.
basic mood: terror on the outside, distaste on the inside; ambitious.
reaction to PCs: calm, Unfriendly (will hinder as convenient).

VIP: Planetary Leader, 30F, good with carousing.
basic mood: aesthetic pleasure on the outside, exasperation on the inside; disorganized.
reaction to PCs: disgust, Friendly (may help).



MILITARY HQ: Command Van, 3 coolant truck(s), 2 Long Tom 4 Sniper artillery, 4 scout cars.
Away on Campaign: 3 'Mech 3 heavy tank 4 medium tank 4 light tank companies.

Ducal World: 9 days travel, badlands, rainy.
Suppressing Revolt: none.
- medical facility (intrigue, foreign interests).
- heavy fusion support industry (atrocity, VIP #2).
- livestock (intrigue, VIP #2).

Colony: 11 days travel, mighty river, wind swept.
Garrison: 1 'Mech 2 light tank companies.
- agriculture (grassroots opposition, VIP #3).
- industriplex (repurposed, VIP #2).

Colony: 9 days travel, high plateaus, dry winds.
Garrison: 2 heavy tank 2 medium tank companies.
- livestock (unusual terrain, VIP #1).

Colony: 8 days travel, microbial slimes, rainstorm.
Garrison: 1 heavy tank 1 medium tank 1 light tank companies.
- livestock (grassroots opposition, foreign interests).

Baronal World: 7 days travel, tundra, windy.
Garrison: 1 'Mech 1 light tank companies.
- repair facility (with a twist, VIP #3).
- heavy robotics industry (atrocity, VIP #2).
- timber (grassroots opposition, VIP #3).

Colony: 3 days travel, badlands, drought.
Garrison: 1 'Mech 1 medium tank companies.
- timber (with a twist, VIP #3).



FIRST COMPANY: 8 technicians, 3 medkits.

56M elite Hermes II, bad with agriculture.
83F regular Quickdraw, good with favors from ComStar.
45M veteran Atlas, expert with favors from planetary garrison.
71M regular Catapult, good with gambling.

65F green Stinger, of high virtue.
25F regular Locust, bad with robotics.
31M veteran Wolverine, good with climbing.
33M green Phoenix Hawk, good with fencing.

31M veteran Crusader, expert with metallurgy.
32F veteran Locust, expert with surveillance.
30F regular Banshee, owns a map to lostech.
56F regular Rifleman, bad with billiards.

2 comments :

  1. Pretty cool. Those days between locations are ground travel?

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    Replies
    1. For fantasy campaigns, yep, days of ground travel; BattleTech, nope, distance to zenith/nadir jump points.

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