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Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-18 11:53 PM

Salty Dog

Gain one seafaring Skill Per Chapter

1) Ordinary Seamen on Merchant Scow, get on the wrong side of the Boatswan, (Gain one enemy from Sailors): Next Roll SD-2 or LL

2) Ordinary Seamen on Merchant Scow, ship is caught in terrible storm: Roll d12

  • 1-4 Pirate received grevious injury (Minus 20% attributes): Next Roll SD or LL
  • 5-6 Pirate thrown overboard: Next Roll SW-2
  • 7-8 Pirate Recieved Grevious injury in line of duty (Minus 20% Attributes, Gain 5% Reputation): Next Roll SD
  • 9-11 Pirate Received Serious Injury (Minus 5% Attributes): Next Roll SD
  • 12: Your Pirate Saved Ship (Gain One Seafaring Skill, Gain 5% Repuptation): Next Roll SD+3

3) Able bodied Seaman on Merchant Scow, which takes several long journeys (Gain one additional seafaring skill, Gain one Sailor Contact, Get Scurvey Minus 10% Physical Attributes): Next Roll SD+2

4) Able bodied seaman on Merchant Scow ship is attacked by foreign privateer: Roll+1 for every combat skill

  • 1-4: The proto-pirate was captured by a foreign power, spends the rest of this chapter in foreign prison ship: (Suffer Grevious Injury Minus 20% Attributes, Gain Foreign Language): Next Roll SD 
  • 5-8: Your pirate was captured by foreign power spends rest of chapter in foreign prison ship (Gain Foreign Language): Next Roll SD
  • 9-11: You and your ship mates fend off the attackers (Gain 5% reputation, Gain one Combat Skill): Next Roll SD+1
  • 12: Your pirate distinguished himself in the defense of his ship (Gain 20% Reputation, Gain One Combat Skill): Next Roll SD+2

5) Ordinary Seaman on Exploratory Expedition, the crew comes across a mysterious island that was previously uncharted: Roll d12

  • 1-4: Your Pirate and a group of the crew go ashore to scout the island, when they return to the beach the ship is gone: Must Make Next Roll SW
  • 5-6: Island is the domainion of ancient and hostile mystic who curse your pirate and the crew: Roll on Curse Table, next roll SD
  • 7:  Island was burial ground for an ancient culture, your crew loots the crypts: Gain 5% wealth, Roll on Curse Table: Next roll SD
  • 8-9: Island is occupied by hostile natives: Roll d12+1 for every combat skill >6=Gain One Combat Skill, <6 =suffer grievous injury (minus 20% attributes): Next Roll SD
  • 10-11:  Rescue ship wrecked crew (Gain Two allies in sailors)
  • 12:  A ancient treasure was hidden on the island, and is discovered by your crew, every sailor gets a share (Gain 10% wealth

6) Made Ship’s Cook on Merchant Brig: (Gain one Trade Skill:Cooking, Gain Sailor Contact): Next Roll SD+1

7) Made Sail Master on Merchant Brig: (Gain two trade skills: Rope Use and Sail Making, Gain Sailor Contact): Next Roll SD+1

8) Made Ships Carpenter on Merchant Brig: (Gain trade skill: Carpentry, Gain Sailor Contact): Next Roll SD+1

9) Able Bodied Seaman in his Majesties Navy, become Captain of Gun Crew aboard frigate (Gain one combat skill; Gain 5% Reputation): Next Roll SD+1

10) Able Bodied Seaman in his Majesties Navy, become Captain of Gun Crew aboard frigate, Gain one combat skill, Gain 5% Reputation and roll d12+1 for every combat skill held prior to this chapter

  • 1: Cannon gets loose during drill, your pirate suffers grievous injury (Minus 20% physical attributes): Next Roll SD-2
  • 2-4: Your frigate is captured by a foreign power, your pirate spends the rest of this chapter on foreign prison ship (Suffer Grievous Injury, Minus 20% physical attributes, and Gain foreign language): Next Roll SD-2
  • 5-7: Your pirate’s frigate fights a pitched battle and captures foreign ship: (Suffer Minor Injury, Minus 5% physical attributes and Gain 5% Reputation): Next Roll SD+2
  • 8-9: Your ship is commissioned as a privateer and captures several fat merchant ships: (Gain 5% reputation, Gain 10% wealth): Next Roll SD+2 or SS+2
  • 10-11: Your frigate besieges, then captures and then loots a foreign town. : (Gain One additional combat skill, and Gain 10% Wealth): Next SD+2 or SS+2
  • 12: Your ship played major roll in large naval engagement: (Gain One Additional Combat Skill, Gain 10% Reputation): Next Roll SD+3

11) Boatswain on a Merchant Brig that travels between several well established ports: (Gain one social skill, Gain additional Seafaring Skill, Gain 5% Reputation, Gain Two Sailor Contacts): Next Roll SD+2 or SS+2

12) Boatswain on His Majesties Frigate (Gain one social skill, Gain one Combat skill, Gain one additional seafaring skill, Gain 5% Reputation, Gain 5% Standing) roll d12

  • 1: Captain of the Frigate goes mad and takes her off course, ship wrecks on strange shore: Must Make Next Roll of SW table
  • 2-3: Frigate is Sunk in major naval action, the character and the surviors drift for weeks in open boats: (Gain One Sailor Ally and two Sailor Contacts): Next Roll SD-3
  • 4-5: Ship Runs a ground on your character’s watch: (Lose 10% Reputation) Next Roll SD-3
  • 6-8: Frigate fights in minor naval action and is boarded roll d12+1 for every combat skill held before this chapter: >7 gain one combat skill <7 suffer grievous injury minus 20% physical attribute. Regardless of the outcome character’s Next Roll is SD +2.
  • 9: Frigate was destroyed by a powerful force of nature (a unique storm, whirlpool, great white whale, tidal wave, ice burg etc) and this character was the only one to survive. The character is still haunted by this event: Grievous Injury Minus 20% Physical Attributes, Plus 10% Reputation, Roll on Curse Table: Next Roll SD-3
  • 10: Frigate is assigned to Garrison a captured port, the character is given guard duties in town (Learn Foreign language): Next Roll SD or SS+2
  • 11: Frigate captures foreign Treasure Galleon carried stolen holy relics: (Gain 50% wealth and Roll on the Curse Table): Next Roll SD or SS
  • 12: Your character commands the Bridge of the Frigate during a major naval engagement and leads the ship to victory: (Gain 50% Wealth, Gain 50% standing, Gain 50% reputation): Next Roll SD +4, SS+2, MC or CC

13) Boatswain on Merchant Scow, the old captain is ill and leaves ship to this pirate: (Gain 20% Wealth, Gain 5% Reputation, Gain 10% Standing): Next Roll MC


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Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-18 11:54 PM

Table 4: Seaside Scoundrel


Gain One Social Skill Bonus Per Level 

0) Robbed, beaten and left for dead by a group of foreign sailors (Minor Injury, Minus 5% physical attributes and Minus 20% Wealth): Next Roll SS, LL-3 or SD -3 
1) Cannot find work or shelter, live on the streets as beggar: Next Roll SS, LL- 3 or SD-3 
2) Find work as dock a hand or stable boy, the pay keeps you fed and a gets you a mat in flop house: Next Roll SS, LL-1 or SD-1 
3) Find work in shipwright yard: (Gain one trade skill) 
4) Start Running Dice Game at Tavern: d12 check +1 for every social skill rank: >8 Gain 20% wealth, Gain 5% Reputation, Lose 5% Standing, <8 Lose 20% Wealth, Lose 5% standing): Next Roll SS, LL or SD 
5) Develop a serious drinking problem: (Lose 50% Wealth, Lose 50% Standing, Lose 10% Attributes, minus one to all subsequent rolls, Gain two contacts from any table or tables of you choice): Next Roll SS, LL, or SD 
6) Take Work in a dock side Brothel: (Lose 50% Standing, Gain one social skill):Next Roll SS+2, LL-3, or SD-3 
7) Take work in Dry Good’s Store, spend you off time in the local Tavern, become a fixture in the town: (Gain one Sailor and one Merchant Contact) Next Roll SS+2, LL or SD 
8) Take Work on a Seaside Fishing boat, it is good honest, hard working labor (Gain One seafaring skill, Gain 5% Attributes): Next Roll SS or SD+1 
9) Work as a Broker/Fence, you facilitate the sale of stolen goods and the cargo carried by speculative traders (Gain one Sailor and one Merchant Contact), roll d12+1 for every rank of social skill
  • 1-3 Buy a lot of worthless or counterfeit goods (lose 90% wealth, lose 10% standing and lose 10% reputation): Next Roll SS-3, LL-3 or SD
  • 4-6 Take a bath on several shipments, and over pay for standard goods (Lose 40% Wealth): Next Roll SS, LL or SD 
  • 7: Buy a cursed item: (Gain 5% Wealth Roll on Curse Table): Next Roll SS, LL or SD
  • 8-9: Hold your own in the market (Gain 5% Wealth, Gain one criminal, one merchant and one sailor contact): Next Roll SS
  • 10-11: Make tidy profit by short selling and swindling your customers (Gain 20% Wealth, Gain one Merchant and One Sailor Enemy): Next Roll SS
  • 12: Help a nobleman unload some cargo (Gain 5% Wealth, Gain one Courtier Contact): Next Roll SS or CC-2 
10) Take Work in Tavern: Gain three contacts of your choice from any list: Next Roll SS+2 
11) Join the thieves guilds (Gain one Ally from Criminals) roll d12 –Next Roll must be SS 
  • 1-2 Blackmail a member of Court: (Gain 10% wealth and Gain one enemy from Courtiers):
  • 3-4: Work as an enforcer (Gain one combat skill)
  • 5: You and members of the guild set up street scam where by you sell magic beans and worthless ship commissions to naïve land lubbers: (Gain one social skill, Gain one enemy from peasants)
  • 6: Get involved with an altercation with rival gang: roll d12+1 for every combat skill held before this chapter >5 (Gain one combat Skill),<5 (suffer grievous injury loss 20% attributes)
  • 7-8: Kidnap and Ransom a Noble: (Gain 10% wealth, Gain 10% reputation, Lose 100% standing, Gain one enemy from Courtiers list)
  • 9-10: Steal the Crown Jewels, only to find them impossible to fence and the resulting infamy makes your character pariah (Lose 10% wealth, Lose 90% standing, Gain 100% Reputation)
  • 11: The Character is implicated in an assassination plot and the thieves guild gives him up (Lose 100% Standing, Minus one to all further rolls)
  • 12 or greater: Gets involved in a guild rivalry that goes badly, (Gain one Enemy from Criminals) 
12) Become a close advisor to the town mayor: (Gain 5% Standing): Next Roll SS+3 
13) Become a Tavern Owner: (Gain 10% reputation, Gain one additional Social Skill, Gain one contact of choice, Gain 30% wealth): Next Roll SS+3, LL+3 or SD
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Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-18 11:55 PM

Table 5: Ship Wrecked


Gain One Survival Skill Per Chapter 

0) Disturb Fairy Circle during a gathering of the fae, roll on cursed table: Next Roll SW-2 
1) Captured and treated as slave by Savages (Gain foreign language): Next Roll SW-2 
2) Live alone in wild, cold and near starvation (Minus 5% attributes): Next Roll SW-2 
3) Live Alone in wild, cold and near starvation. Get into repeated altercations with natives and wild animals (Suffer Minor injury, Minus 10% attributes, Gain one Combat Skill): Next Roll SW 
4) Live alone in the wild prosperous, resourceful and well fed. Get into violent altercation with wild animal (suffer minor injury, Minus 10% attributes, Gain One Combat Skill): Next Roll SW+2 
5) Live Alone in the wild prosperous, resourceful and well fed (Gain 5% attributes): Next Roll SW+2 
6) Live Alone in the wild, makes allies with the natives, and gain an animal companion: Next Roll SW+2 
7) Accepted as a member of the tribe by the natives ( Gain 5% attributes, Gain Foreign language): Next Roll SW+2 
8) Come across ancient ruins and stumble into the chamber of secrets: (Gain 50% attributes, Roll once on curse table): Next Roll SW+2 
9) Live alone in the wild for years before joining the crew of a foreign ship (change factions, gain foreign language): Next Roll SD 
10) Meet up with another group of refugees, and form new community (Gain one ally from peasant list): Next Roll LL-3 or SW 
11) After living alone in the wilderness for years the character encounters a expedition from his home country. He helps to guide them to success (Gain 5% standing): Next Roll SD+2 or LL+2 
12) Through determination and resourcefulness the character makes his way back to civilization: (Gain 10% attributes): Next Roll SD, LL or SS 
13) After living alone in the wilderness for years the character gains an animal companion and is rescued by a ship from his faction: Next Roll SD
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Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-18 11:56 PM

Table 6: Curses



1.
Its is painful to touch cold iron 
2. All faces looks like the face of they that cursed your pirate, can’t tell be apart by appearance 
3. Every plant touched by this person dies 
4. For this person gold makes a painful high pitched, equitable to a cat screaming, noise that only he can hear. 
5. Maggots that turn into flies within a day manifest spontaneously on his skin 
6. Cannot see women, all women are invisible to this person 
7. Cannot touch blood, to touch animal or human blood is painful, the sight of blood burns the persons eyes and the smell of blood is nauseating 
8. To touch steel causes the character to fall a sleep, will not wake up until no longer touching steel 
9. Cannot speak above a whisper 
10. Sinks like a stone, can’t float or swim 
11. Turns to stone the night of very full moon 
12. Cannot a tell a lie
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Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-22 11:32 AM
WOW Strolen, thank you Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-23 06:01 AM
had that in mind on the originally but somehow it didn't make it in, added it now and added more moves to the seafaring tracks Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-23 12:55 PM
thanks bro, it is so hard to get all the error out of a piece of prose, please and double please pass on any other error you find. thanks again Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-23 02:21 PM
Fixed it! Any other comments Gossamer? Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2014-04-03 06:14 AM
really even with the conditional outcome stuff and the cumulative skills? I could give it a shot.

But by all means Valadaar....the generators are great....it was seeing them that brought me back the site after an absence, and any you are welcome to use this anyway you see fit. Go to Comment
Npc History Generator
NPCs  (Mythic/ Historical)   (Political)
axlerowes's comment on 2013-04-18 12:32 PM
I look forward to seeing the whole set of ruler table generation. Maybe I will try my had at some other type of NPC generator. Go to Comment
Npc History Generator
NPCs  (Mythic/ Historical)   (Political)
axlerowes's comment on 2013-05-07 06:49 PM
are you familiar with character generation the traveler system? Go to Comment
Npc History Generator
NPCs  (Mythic/ Historical)   (Political)
axlerowes's comment on 2013-05-25 08:35 PM
Some gamers really like random elements in the game. The traveller system is mini-game you playing during character creation essentially you make wagers each time you roll. Thus you can take a relatively low ability character with out any taints or disadvantages or you can wager a few times to increase your character's skill and wealth. Another problem you might have with character generation is that you may end with a character that is wealth Duke or something that seems less likely to be engaging in risky space exploration. I do enjoy, though not exclusively and not generally in games I run, a system in which narrative elements are randomly assembled as in the Traveller. I did have a certified OCD player, who like Gossamer took one look at the system, and walked away with only a single observation. Go to Comment
Gypsy Names
Plots  (Crisis)   (Single-Storyline)
axlerowes's comment on 2013-04-15 09:24 PM
If you are going to write a non-fiction work like this you should reference it. What do the names mean? Go to Comment
Commercial Armor
Items  (Materials)   (Combat)
axlerowes's comment on 2013-04-13 01:39 PM
You could try this as 100 word sub, I think we should have a sci-fi minutia codex. Go to Comment
Akasha
Lifeforms  (Constructed)   (Any)
axlerowes's comment on 2013-04-23 05:14 PM
I really love the flavor text, puts a real face on things, it is also the most literal use of deus ex machina I have ever found in a narrative.

Nice work, the angels remind of Siren's steampunk valkyries, also the local timely and very specific nature of the god reminds me of "Trixie and the Panda's of Dread"

http://www.apex-magazine.com/trixie-and-the-pandas-of-dread/

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Akasha
Lifeforms  (Constructed)   (Any)
axlerowes's comment on 2013-04-23 05:14 PM
Only voted Go to Comment
A Cult for those that want to be Gods on Earth
Society/ Organizations  (Religious)   (World Wide)
axlerowes's comment on 2013-04-03 10:57 AM
that was a close one
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A Cult for those that want to be Gods on Earth
Society/ Organizations  (Religious)   (World Wide)
axlerowes's comment on 2013-04-03 11:06 AM

This idea is only half baked, I am quarantined today, so I have some time.  Anyway as required by the Oekaki challenge I sat down to write a religion cold. This is not in some setting I have in mind and I only spent about 5 minutes thinking about it and 30 minutes writing about it.   I used 'stumbleupon' for inspiration, I found a picture of waterfall in iceland and picto-tree describing how different philosophies of moral behavior overlap. 

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A Cult for those that want to be Gods on Earth
Society/ Organizations  (Religious)   (World Wide)
axlerowes's comment on 2013-04-03 11:47 AM
Brief edit, also i just noticed I switch perspective from third person to first person. Go to Comment
A Cult for those that want to be Gods on Earth
Society/ Organizations  (Religious)   (World Wide)
axlerowes's comment on 2013-04-03 10:24 PM
I don't have answers to Shadoweagle's question, cause I really didn't consider why the god was doing all this stuff. But as to ceasar's question those I set up specifically. One could say that I should let the work speak for itself and to say ..."well this is what it means" is crass but I will be crass.  I was trying to say that Brait had it all wrong and even if he got the theology all right I was suggesting that Brait's world view was crap.


Also this is really painful to reread, having a 30 minute time limit just means I ramble it seems. 

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