More on the Cargo Generator

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I mentioned earlier that I had created a cargo generator for a White Star module that I am creating. As I mulled over it after work, I came up with a bonus table to generate Alcoholic beverages.

Here are two generated results:

Hrosian Brandy is made from a fruit similar to plums that is midly sweet and 8% alcohol by volume. It is faint yellow in color and served at room temperature.

Snentian Ale is made from a fruit similar to peaches that is very dry and 48% alcohol by volume. It is deep green in color and served ice cold.

Tweaks are required, but let me know what you think.

Some Unique Magic Swords

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and a staff or two.

As I am making my way through all the posts offered during the S&W Appreciation Day, this little booklet struck me almost immediately. This is one of those utilities that triggers something in my brain that says, this is EXACTLY what I want to do in my game.

I want every sword and magic item to be  unique because it makes a game setting more evocative. Then I sit down and attempt to do that and I think, just randomize the list in the S&W Complete book and be done with it. (I tried that, and it doesn't map to a randomizer in a spreadsheet very well at all.)

So when I happened upon this system that works for swords, staves, and frankly, just about any other magic item except potions, I immediately set to work on creating some swords.


AL:INT: 7 EGO: 4
Languages: Telepathic with wielder

+1 wooden blade forged by visitors from the future with a grip made of stone, +2 vs. sea creatures

Silence in 10' radius when sword is drawn from its scabbard.

Its name is revealed only when it is immersed in sea water for 1 round.


AL: N INT: 10 EGO: 11
Languages: Common, Giantish, Forgotten Language

+2 steel blade forged by a mad wizard with a grip made of copper.

Disable robot types for d6 turns (save allowed).
Emits light on demand per the Light spell

Its name (which means "versatile") is inscribed on the blade in a long forgotten language.


AL: L INT: 11 EGO: 3
Languages: Common, Giantish, Goblin

+2 steel blade forged by ancient aliens with a grip made of wood, +3 vs. dragons

When placed on the ground for one turn, it will point to the nearest dungeon exit
Sword can be set against a charge to deal damage like a pike
The wielder is immune to paralysis and petrification
The sword can Read Magic per the spell

Its name (which means "supreme king") is lost to mortal men.

If you want a good name generator that provides the meanings of names, go to Behind the Name Random Renamer. The site also has an anagram generator that could be useful as well.

RPG Class Generator

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Chaoticshiny has two new generators out. A Rune Generator and an RPG Class Generator.

I love the idea of a Rune generator, even though I do not draw very well. I may use it to inspire the psionic combat chart...

Of great interest, though is the RPG Class Generator. In a sense, it reminds me of the Pars Fortuna rules. I don't know how flexible the ACKS system would be to this kind of treatment, but it makes some great results. Here's the first generated results I got. (Yes, I chose 4 classes.)

This class predominantly features exploring skills, aiding allies, offensive fighting and rituals. They are poor at cultural skills, crafting skills and agility. This class is associated with those from a specific background.

This class is best at speedy movement, cultural skills, battlefield control and a specific nature skill and is also capable with heavy weapons. They have no talent for magical melee combat, healing, physical ranged combat and wisdom. They draw power from the elements. They have one of several signature weapons.

This class is best at cultural skills, defensive fighting, charisma and exploring skills. They are especially bad at stealth, magical melee combat and physical strength. The class is restricted by philosophy.

This class is best at stealth. They are weak at a specific physical skill and cultural skills. They are better known for their non-combat skills.

Nothing hits me strongly about these first four. The first one makes me think of a spell-wielding Ranger. The third makes me think of a cross between a warlord and an invoker and thus more interesting. Let's try another roll:

This class is good at healing. They are weak at rituals, magical area effects, battlefield control and physical strength. They are best known for a specific skill. Certain subclasses are associated with certain philosophies.

A healer class. I guess you could say that this would be the exact opposite of a necromancer. (Vivamancer?)

This class is good at dealing with metaphysical entities. They are especially bad at mechanical skills, exploring skills and heavy weapons. They have a signature weapon. The class is associated with a particular race.

Metaphysical entities, eh? I think of metaphysical entities as things like Entropy, Chaos, Order, Life, Death, etc. It could be a specific type of mage or a meta-cleric. Meta-cleric meaning that no specific gods are invoked, but more of a metaphysical reality. Very Hindi in flavor...

This class is best at cultural skills. They are especially bad at a specific social skill, exotic weapons and rituals. The class has subclasses which can vary widely in their abilities based on region of origin.

Cultural skills. I have to figure out what that would mean.

This class is good at a specific nature skill, a specific physical skill and defensive fighting and is also capable with speedy movement and physical skills. They are not very capable with fighting multiple opponents, battlefield control and intelligence. Progression beyond a certain point requires an ordeal. They have a signature fighting style.

I don't know why this makes me think of a monk, but with an animal companion or totem of some sort.

Happy rolling!