Raiders of the Rim:StarsystemRules

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These are homebrew rules for creating star systems and planets in Raiders of the Rim, based on Starblazer, Mindjammer, and other sources.

Stars[edit]

Stars

This is a random table for star types, based on the stars and quasistellar astronomical bodies often encountered in the Star Wars universe.

  • +4: Exotic (Wolf-Rayet star, brown dwarf, black hole, etc.)
  • +3: Binary star (roll once for each)
  • +2 Yellow G-type star
  • +1: Orange K-type star
  • 0: Red M-type star
  • -1: Blue F-type star
  • -2: White A-type star
  • -3: Ultraviolet O-type star
  • -4: White dwarf

Planetary Systems[edit]

Planetary Systems

This is a random generation table for entire planetary systems:

  • +4: Exotic system (artificial, planetoid ring, Dyson sphere, ringworld, etc.)
  • +3: Planetismal system; asteroid/debris ring/s, planetoids, etc.
  • +2 Rocky stellar system; 1-4 rocky worlds; 1-2 rock giants; 1-2 ice/hell worlds
  • +1: Typical stellar system; 1-4 rocky worlds; 1-2 gas giants; 1-2 ice giants
  • 0: Typical stellar system; 1-4 rocky worlds; 1-2 gas giants; 1-2 ice giants
  • -1: Single brown dwarf megaplanet
  • -2: Hot giant system; 1-4 gas giants in close solar orbit
  • -3: Dead system; 1-6 dead, airless, rocky worlds
  • -4: Planetless; no surviving worlds


Planet type

This is only for rocky worlds - gas and ice giants are likely to need their own special treatment for any habitation.

  • +4: Hell world (high pressure, high temperature, pollution, garbage world, etc)
  • +3: Ice world
  • +2 Temperate world
  • +1: Desert world
  • 0: Jungle world
  • -1: Fungal or microbial mat world
  • -2: Water world
  • -3: Dead airless snowball world
  • -4: Dead airless rocky world


Moons

Roll 1d6 for the number of moons; -2 for rocky worlds, double for gas and ice giants.

Planets[edit]

Development Index

Roll 4dF with minus also counted as plus to find 0-4 for galactic development index/development Skill.

-1 for desert, jungle, ice and hell worlds


Population Index

Roll 4dF with minus also counted as plus to find 0-4 for galactic population index/population Skill.

-2 for desert, ice and hell worlds; +1 for temperate worlds


Government type

  • +4: Direct Imperial governorate
  • +3: Dictatorship
  • +2 Corporate control
  • +1: Oligarchy
  • 0: Democracy
  • -1: Constitutional monarchy
  • -2: Tribal
  • -3: Pirate refuge
  • -4: Anarchy


Settlements[edit]

These rules are for randomly generated settlements, but can also be used to model planned locations.

Roll 4dF with minus also counted as plus to find settlement Scale.

-2 for desert, ice, water and hell worlds; +1 for temperate and jungle worlds; -3 for planet wilderness region.


Scale

Scale is the fundamental attribute for a settlement, with rough values as follows:

  • +6: Megapolis/hive city
  • +5: Capital/leading metropolis
  • +4: Major city
  • +3: Large town
  • +2 Small town
  • +1: Small village
  • 0: Isolated family house, trading camp, experimental station, outpost, stopover diner, etc.


A settlement's Scale determines its Resources. A settlement will almost certainly have any item or service that requires a Resources roll equal to or less than its Scale.

A settlement will also have a number of Aspects equal to its scale. For instance, a +1 village could have one Aspect only: BemFok-Mid-Dustbowl; while a +3 town could have Leorand Falls/Best Mart on the River/Smugglers Haven. (GMs should probably make at least one of these a Trouble Aspect for the players.)


Facilities/Resources

Here's some arbitrary Resources levels for one or two specific facilities to match a settlement's Scale:

  • +6: Mass cloning facilities, space shipyards, orbital facilities
  • +5: Central government, cutting-edge tech (+1 above planetary base level)
  • +4: Spaceport, major financial services, mercenaries
  • +3: Research facilities, archives, garrison, government, legal services
  • +2 Repairs, transportation, arms, medical facilities, basic financial services
  • +1: Basic amenities, power
  • 0: Food, drink, breathable air, shelter


A settlement may have more than these, but that's a matter for GM choice and planning.