Tools for procedural generation of content for tabletop role-playing games
Uncharted Worlds Character Generator
Generate starting characters for Uncharted Worlds.
Lock Seed
Statistics
Physique: 1
Mettle: 0
Expertise: 1
Influence: -1
Interface: 2
Careers
Explorer
Scoundrel
Origin
Regimented
Descriptors
Cheerful, Slick, and Sturdy
Skills
- Survival:
You can scrounge up the following from all but the most barren, inhospitable surroundings: • Somewhat edible food and drink • Basic medicine or first-aid materials • Rustic Wilderness Kit • Primitive Class 0 melee weapon
- Reconnaissance:
When you make an Assessment of any aspect of a wilderness (animals, plants, weather, terrain, hazards, etc) you gain 3 Data Points about that subject on a 10+, and 1 Data Point about that subject on a 7-9.
- Boldly Go:
When leading an expedition into the unknown, Roll+Mettle. On a 10+, choose 1. On a 7-9, the GM will choose 1. You encounter... • something potentially profitable • something currently useful • something uniquely awesome
- Discipline:
You know the rules, the codes, the processes, the scripture, the laws. They give you stability. You don't deal well with change. You gain +1 to your Mettle stat, to a maximum of +2.
Advancement
A forgotten place is excavated.
Assets
Workspace: Survey
Planetary scanners (weather, geological activity, etc). Probe launcher, topography holo-projector, motor-pool.
Class 0 Attire (Uniform)
Easily identifiable as belonging to a specific faction or group.
Class 1 Crew (Gang)
Crude and self-reliant. Equipped with a smattering of mismatched weaponry (pistols, shotguns, chains, knives, etc). Able to attack people or break things.
- Imposing: Imposing in some way. Able to frighten, threaten, dissuade, etc.
Class 1 Flyer (Speeder)
A flying vehicle for up to six people that can hover and take off vertically.
- Tool: Choose a melee weapon upgrade to represent a tool attached to this vehicle.
Class 2 Crew (Gang)
Crude and self-reliant. Equipped with a smattering of mismatched weaponry (pistols, shotguns, chains, knives, etc). Able to attack people or break things.
- Medics: Able to provide long-term convalescent care or assist in medical procedures.
- Informants: Able to collect information and report back, or pass on information.