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: none, of bandits, near the Outworlds Alliance.
basic mood: loathing on the outside, amusement on the inside; ragged.



VIP: Spymaster, 25M, good with bribery.
basic mood: tranquility on the outside, despair on the inside; directionless.
reaction to PCs: aesthetic appreciation, Unfriendly (may hinder).

VIP: Corporate Leader, 24M, good with recruiting informants.
basic mood: aversion on the outside, harmony on the inside; hungry.
reaction to PCs: excitement, Neutral.

VIP: Military Leader, 32F, good with music.
basic mood: frustration on the outside, resignation on the inside; ill.
reaction to PCs: nostalgia, Unfriendly (predisposed to hinder).



MILITARY HQ: Mobile HQ, 1 coolant truck(s), 4 Long Tom artillery, 5 scout cars.
Away on Campaign: 1 'Mech 2 heavy tank 1 light tank companies.

Marquis' World: 12 days travel, jungle, dim.
Garrison: 1 'Mech 2 heavy tank 1 medium tank companies.
- intelligence hub (little known, foreign interests).
- heavy hydroponics industry (little known, foreign interests).

Colony: 10 days travel, baked clay, misty.
Garrison: 1 'Mech 1 heavy tank 1 medium tank companies.
- aquaculture (mythical history, VIP #3).

Colony: 4 days travel, pine woods, muggy.
Garrison: 1 light tank company.
- timber (prestigious, VIP #2).
- military stockpile (crime, VIP #2).

Colony: 11 days travel, bamboo woods, mild.
Garrison: 1 'Mech 1 medium tank 1 light tank companies.
- mining (grassroots opposition, VIP #1).
- industriplex (hostile life forms, VIP #1).

Baronal World: 9 days travel, pine woods, wind swept.
Garrison: 1 heavy tank 2 medium tank companies.
- medical facility (prestigious, VIP #3).
- heavy transportation industry (mythical history, VIP #1).

Colony: 6 days travel, rolling hills, wind swept.
Garrison: 2 'Mech 2 heavy tank 1 medium tank 1 light tank companies.
- aquaculture (intrigue, VIP #1).
- petrochemical (natural disaster, VIP #2).



FIRST COMPANY: 12 technicians, 4 medkits.

27M elite Charger, good with leadership.
40M regular Cicada, good with rifles.
58F veteran Stinger, good with favors from the press.
29M green Charger, good with administration.

36F regular Hermes II, bad with philosophy.
32M regular Firestarter, bad with rifles.
45M veteran Rifleman, no special skills.
38F veteran Phoenix Hawk, no special skills.

24M veteran Highlander, good with poisons.
44M veteran Enforcer, good with bows.
29M green Trebuchet, no special skills.
45F green Thunderbolt, expert with money.

2 comments :

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

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

      Delete