Friday, November 16, 2018

New World Background Generator

Ruins in the Jungle # 002 by Julian Calle


Okay, so I have been working on my own background table for this New World setting. I know I very well could have used any Failed Career, Background or Race table that is out there, especially with Skerple's GROG pretty much accomplishing some of the same things, BUT I felt the extreme need to do this and make it my own. So, what I have done here is combined a Race Table and a Background table for my purposes. You'll note that 5 of the categories are Human, this is because the Old World is primarily human in make up with its more fantastical elements reduced to folkways and the occasional curio. The Other section is for weird creatures that have walked out of the jungles and swamps of the New World. Players might expand some of these as they unlock, discover, and inspire new elements.

This will probably look terrible on mobile, so you can check out the original spreadsheet here.

First, roll to find your Origin. 


1 Old World
2 Colonist
3 Colony-Born
4 Native
5 Pirate
6 Other

Next you roll your individual backgrounds.
Old Worlders tend to be various social elites from across the ocean who are now stranded in the New World. Expect them to be stuffy, aristocratic, and completely unfit for life in the Colonies.


BackgroundAdvantageDisadvantageRerollStarting ItemStarting Weapon
1Noxious NobleAvoid Social Consequences 1/Day "Do you know who I am?"Severely Inbred, Constant snuffling. -2 to DEX for StealthSTRBox of SnuffFancy Cane (M)
2Chastened Chef2 Bonus to all Cooking ChecksWill only eat cooked foodsDEXBag of SaltButcher's Knife (L)
3Lacklustre LieutenantImpressive Mustache (or False Mustache ), +2 on all Reaction RollsSave vs. Loud NoisesCONLaudanum Calvary Sword (M)
4Sullied Scientist1-in-6 Chance of knowing applicable detail in any topicSave vs. Bright LightINTRejected Publication Human Skull (useless, I)
5Prying Presbyter1-in-6 chance to have relevant gossip on a character.10% of all loot must be paid as tithesWISVestmentsBattered Holy Book (Useless ,I)
6Fallen FopCan shout and sing incredibly wellAlways Suprised CHAPowdered WigBroken Hand Mirror (L,I)


Colonists are first generation folks from the Old World who have come to the New. Some came to make a new life for themselves and some were forced here by Old World authorities.


BackgroundAdvantageDisadvantageRerollStarting ItemStarting Weapon
1Debased DebtorCannot be slowed by any effect-2 Movement and Stealth STRShackles (on ankles)Mining Pick (H)
2Squalid SailorCan forcast weather within 24 hours with 4-in-6 AccuracyTerrible Rep. Hirelings cost doubleDEXFishing NetHarpoon (M)
3Foundering FarmerConsumes Half RationsCursed, -2 SavesCON3 Rations, wilted vegetables Hoe (Medium, I)
4Miserly MerchantAlways knows the approximate value of mundane itemsMust Save or pick up shiny objectsINTScaleGaudy Dagger (L)
5Ecclesiastical ExileShielded by Faith, +1 DefHeretical ideas, -2 on reaction rolls in civilizationWISRosaryCrosier (H, I)
6Crass CriminalHappen to have 1 item worth less than 1 sp once per sessionCannot tell the straight truthCHALoaded DiceBrass Knuckles (L)


Colony-Born folks are second generation and beyond Colonists who have a little touch of the New World in them. They, for the most part, have figured out how to live in this weird new land.


BackgroundAdvantageDisadvantageRerollStarting ItemStarting Weapon
1Contrite CoppicerTreat Forest as Road, as long as you have a cutting implementEnmity of forest animalsSTRBundle of WoodBillhook (Light)
2Eccentric EsquireStarts with a 10 Morale Manservant, can replace for half-costFatigues at Double RateDEXTricorne HatRapier (M)
3Braggart BrewerCannot be sickened/poisoned/diseased by things drunkSave vs. DaresCONPewter stein Mash Paddle (M, I)
4Appalling ApothecaryIdentify poisons and medicines by tastePervasive, unique stinkINTMortar and pestleOversized Pestle (H, I)
5Churlish ChevalSpeak with Mineral Soul of anything 1/Day-4 to save vs. possession/diseaseWISBottle of RumGuitar (Useless, I)
6Urbane UrchinCan crawl through narrow spacesSave vs. Authority CHAOversized coatRusty shank (L, I)


Natives are folks for whom the New World has long been their only world. They know that the colonists are soft and too caught up in their urban ideologies and laws to ever really adapt to this ever changing place.


BackgroundAdvantageDisadvantageRerollStarting ItemStarting Weapon
1Brooding BraveFearlessSave to Back Down (combat, puzzles, arguements)STRWarpaint, 1 useHandaxe (M)
2Grimy GathererHalf time taken to forageEternally dirty, leaves an obvious trail of dirtyDEX3 Ration, Assorted bush tuckerCrude Knife (L)
3Boorish BoatmakerExtremely buyoant Vulnerable to fireCON50' Hemp RopeAdze (M)
4Intrepid Interpreter50% of speaking any encountered language25% of Grossly Misinterpreting new languagesINT2d6 Copper PiecesClub (L)
5Boisterous Bokor4 bonus to save vs. possession/diseaseEnmity of SpiritsWIS3' rope of TobaccoCeremonial Rattle/Asson (Light, I)
6Haughty HunterAlways receives an Omen for Mundane Wandering MonstersNever receives an Omen for Supernatural Wandering MonstersCHAField Dressing KnifeBow w/ 10 Arrows


Pirates are a motley bunch of Old World and New World individuals who have decided to make the most of their situation by living through the Three P's: pillaging, plundering, and pirating.


BackgroundAdvantageDisadvantageRerollStarting ItemStarting Weapon
1Buffoonish BuccaneerCannot be SurprisedWhen afraid, Save or attack enemy STR3 CoconutsLinstock (H)-
2Coarse CorsairVicious Taunting skills, Enemies have -2 on Morale ChecksSave Vs. Fear at Half HPDEXWhite FlagCutlass (M)
3Mutant MutineerRoll 4 Times on Biological Mutant Table, Choose 2-4 to resist being mutated or transformed CONSmall barrel of black powderBoarding Axe (M)
4Prim PrivateerWhen Dueling, +1 DamageCannot turn down a duelINTLetter of marque (expired)Smallsword (L)
5Pitiless PirateKnows the location of a Significant TreasureHas only 1 hand, 1 eye, 1 legWISSpyglass, Eye patch, Wooden LegHook hand (L)
6Reprehensible RapscallionUncanny Luck, +2 to all SavesPermanently Drunk, -2 Initiative CHABroken CompassBroken Rum Bottle (L, I)


Other covers....weirder things. People who walked out into the New World and came back changed. Things that stepped out of the jungle one day to barter for sea shells. Beings that are almost human, but not quite close enough.


BackgroundAdvantageDisadvantageRerollStarting ItemStarting Weapon
1Long FolkCan Wield Heavy Weapons one handedCan only speak in their own tongueSTRTinderboxLongaxe (H)
2Masked OneCan change your face once per dayCan only express one emotion a dayDEXFluteChisel (L,I)
3Demi-TrollCan regrow a body part onceConsume twice as many rationsCONNecklace of earsClaw Hammer (L)
4Loa-touchedRoll 4 Times on Supernatural Mutant Table, Choose 2Haunted, No Fast InventoryINTBlack RoosterMachete (M)
5Blemmyes Bite (as dagger) Can't wear armor on chestWISLoincloth Spear (M)
6TherianthropeRoll on Skerples Race tableHideous BrandSharp Bloody Rock (L)

The Shore by Sebastian Leon-Silva

Finally you would choose from the available classes. Again, as Michael Bacon has inspired me to do, I believe there will be a few base classes then anything else will be unlocked. Fighter, Thief, and Garden Wizard are the current contenders for the base 3 and maybe Royal Aspirant or Root Doctor for the 1 additional more flavorful class.

Edit: After some discussions, I am thinking that there will be a few base classes and 1 flavorful class available per background grouping starting off with more made available through unlocks.

Thursday, November 8, 2018

Setting Stream of Consciousness

All images from "Fantastical Worlds Floating in Space" by Nicole Gustafsson

So something that I feel has been stifling some of my creative flow and function has been the fact that I have not really been working off of any sort of established world or setting. Skerples has Elderstone, Arnold has Centerra, Dan has Mother Stole Fire, Martin has Wizard City, Chris has Bastionland, FurtiveGoblin has The Ivory Tower etc. etc. They have a grounding world to be able to reference and work within. Currently, I kinda have my Lowcountry stuff and I have the Royalverse, but neither are anything one could really call a setting. One is just my home turned into a point crawl map and the other is a cosmology that is half joke. So, I've been thinking to myself, how do I take these random bits and make it into something that I can use, something that can provide some kind of ground so I'm just not being spastic all over the place.

Here are just some of my current random thoughts.

The Old World lays across a vast ocean. The Old World was a place of establishment, of modern sensibilities, of normality. The Old World was a place tamed by mankind, molded by mankind, and existed with the interests of mankind in place. Dragons were myth, fairies did housework for a saucer of milk, Knights were (mostly) chivalrous, and Kings actually possessed a divine mandate to rule. For, you see, the Old World long ago tamed their Gods, Spirits, and Nightmares, they hammered a world of chaos into a world of codified Law. The Kings, Princes, and Courtiers are akin to Kami or Loa or Fey, but with all of the capriciousness and most of the personality plucked away from them. They are anchors that bind the laws of reality into something that makes sense to Mankind, their existence and their duty is bound to making the world work with humanity in mind. There are, of course, the Fools, made up of what little there is left of chaos and raw reality, but their influence is limited and often stamped out by the Kings. The Old World is a place of stagnation, of restriction, of tedium.



The New World was discovered across a vast ocean. The New World is a place of opportunity, of changing ideals, of exotic dreams. The New World is an untamed place with but the barest passing thought of humanity. Creatures from dream and nightmare and from beyond our wildest imaginings inhabit the New World. Not only are our mores and norms from the Old World not applicable to the New World, but even the laws of science that we hold as concrete are tenuous. In the presence of raw creation, unbound by the human noosphere, things like physics and biology are just another type of vague magic. The Gods and Spirits here do not hold to humanity's ideals nor to their sensibilities. In the Old World, there was a King for every aspect of life, but in the New World, the spirits have no such restrictions. They define and redefine themselves as they see fit, just as they change and mold the world around them to fit their alien desires. The wilderness of the Old World were akin to hunting preserves and tended pastures, the wilderness of the New World is truly Wild.

The Colonies lay upon the shores of the New World. They are primarily inhabited by Old World peoples. In their minds, they brought with them their Kings and their Princes, they hacked back the wilderness and created a stable home. The Colonists are a varied bunch. Adventurers come to seek excitement. Seekers craving religious or social freedoms. Criminals and debtors banished from their Old World homes. Businessmen looking for a profit. Mostly it was people who wanted a few acres of land that they could call their own.



Fantastical resources and wealth flows from the New World to the Old while a steady stream of colonists, supplies, and military power came from the Old to the New. However something occurred. Exactly what is up to speculation by the Colonies, but one day the ships left the harbor and never returned. Any attempts to cross the ocean either vanished or returned with stories of vicious, impossible seas beyond the horizon. Without the constant influx of Old World support, the boundaries between the Colonies and the New World constricted. There came a need to adapt or to fight back, else the Colonies' tenuous grip would soon be lost.

Out there in the wild are native peoples. Some are human, or at least mostly human. They've learned to survive and adapt to their weird and changing world. The Gods do not work for them, so they negotiate, they bribe, they trap, they do what they can to make a little sphere of their world work for them. But they know well enough to keep moving, to not over stay their welcome. Out there in the depths of the New World there are places from other times, places where reality was anchored in place by Others. Though these places are stable, they are not always made with humanity in mind.



The role of the player in such a setting can, of course, be variable. But I feel this encourages the sort of exploration focused Man versus The Unknown type of play that seems prominent in the OSR. There is wealth and wonder and weirdness to find out in the New World. There are hirelings and buyers and carousing in the Colonies. There are Islands to explore and Pirates to avoid (or become.) I feel like this is something I could perhaps work with and better focus my efforts.

I am considering using Michael Bacon's method of unlocking classes. Players will start with limited options, things that might be found in the Colonies or imported from the Old World. Fighters, Thieves, Garden or Orthodox Wizards, bread and butter types. But as they experience this weird new world, they encounter and unlock weird new classes. They speak with natives and learn Hoodoo, they can become Root Doctors. They encounter an old Knight from the Old World are ordained into their order, unlocking Knights. They face a mutated mystic that defies nature, unlocking the Biomancer. And so on and so forth.

Let's see where this takes us, let's see if I can get play testers to explore this world with me. And let's hope the New World doesn't swallow us whole.