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=== Populations === If a world has Biosphere C+, it is the homeworld of a sapient race. Otherwise, you will have to determine if anyone has placed a colony or outpost on this world. To do this, you will need to know: :''Settlement.'' How long this region of space has been settled by starfaring cultures, in centuries. Minimum 0 for recently-explored regions. In the Imperium, some sectors have been settled for millenia; subtract 3d6 centuries for the effects of the Long Night. :''Tech Level (TL).'' The highest Tech Level of the dominant starfaring culture. The Imperium and its neighbors have TL15. Jump capability requires TL10 or higher; a TL9 culture can slowly colonize other stars with using sub-light ships; a TL8 culture can colonize its own system only; a TL7- culture cannot expand beyond its homeworld. ==== World Desirability ==== Whether or not starfarers take interest in a world depends on its Desirability score, calculated as follows. These rules are are humans and similar lifeforms; other sophonts may prefer other kinds of worlds, and so should have different rules. ===== Asteroid Belts ===== For each belt, roll 1d6-1d6, and apply the following DMs: *''Flare Star'' β M-Ve star: '''-1d3''' *''Lifebelt'' β Inner Zone orbit: further detailed needed **Any giant, brown dwarf, or white dwarf: '''+0''' **M-V star: '''+1''' **Any other dwarf or subgiant: '''+2''' ===== Dwarfs, Terrestrials, Helians, and Jovians ===== For each such world, add up all the factors which apply: *''Dry World'' β Hydro 0: '''-1''' *''Extreme Environment'' β Size D+; or Atmos C-G; or Hydro F: '''-2''' *''Flare Star'' β M-Ve star: '''-1d3''' *''Habitable World'' β Size 1-B, Atmos 2-9, and Hydro 0-B: further detail needed **''Garden World'' β Size 5-A, Atmos 4-9, and Hydro 4-8: '''+5''' **''Water World'' β Hydro A-B: '''+3''' **''Poor World'' β Atmos 2-6, and Hydro 0-3: '''+2''' **Otherwise: '''+4''' *''High Gravity'' β Size A+ and Atmos F-: '''-1''' ::''Note: Yes, normal Jovians don't count as "high gravity", as one doesn't live on the surface.'' *''Lifebelt'' β Inner Zone orbit: further detail needed **Any giant, brown dwarf, or white dwarf: '''+0''' **M-V star: '''+1''' **Any other dwarf or subgiant: '''+2''' *''Tiny World'' β Size 0: '''-1''' *''T-Prime Atmosphere'' β Atmos 6 or 8: '''+1''' ====== Terraforming ====== At Tech Level 10+, any Inner Zone world with Size 1-B and Atmosphere 1-D, and ''not'' Hydro F, may be terraformed. For each such world, take (TL+Settlement-15) OR (TL+1d6-15) points, whichever is more. You may add these points to or subtract them from the world's Atmosphere, Hydrosphere, or Biosphere codes, in order to improve their Desirability ratings. If you want to introduce Earthly bioforms to a world with alternative biochemistry, you first have to exterminate the existing life by reducing the Biosphere to 2 or less, ''then'' increase it. Other suggested limits on terraforming: :Worlds with Hydro F cannot be terraformed, period. :Worlds with Hydro B cannot be reduced below Hydro B. There's just too much ocean. :Worlds with Atmos B or C and Hydro 2+ cannot be reduced below Atmos B, unless you first reduce them to Hydro 1 or less. After converting the atmosphere, you may add water seas, increasing Hydro normally. :Worlds with native populations cannot be terraformed without genocide β and the natives will resist. Treat population as another code to modify, and reduce it to 1 or less before continuing. :Roll to see if there's an outpost first; if there is, terraforming may proceed. Then roll to see if there's a colony after terraforming. ==== Habitation ==== The Population, and resulting Government, Law, and Industry codes, depend on the type of habitation. *If a world has Biosphere C+, it is the homeworld of an intelligent species. *For each world that is not a homeworld, roll 2d6-2. If you roll less than or equal to the world's Desirability score, then a colony has been placed there. (No colonies will be placed on worlds with Desirability less than 0.) *For each world that is not a homeworld or colony, roll 1d6, -1 in a culture's home system. If you roll less than or equal to (TL-9), then an outpost has been placed there. ===== Homeworld ===== :Population: ::If normal carbon/water-based life: Desirability+1d3-1d3. ::Other forms of life: 2d6. :Government: ::If native TL 0: 0. ::If native TL 1+, then roll 1d6: :::If roll β€ (native TL)-9: 7. :::Otherwise: Population+2d6-7. ===== Colony ===== :Population: TL+Settlement-9, minimum 4, maximum = Desirability+1d3-1d3. :Government: Population+2d6-7. If the world is habitable (Size 1-B, Atmos 2-9) and has no major pre-existing lifeforms (Biosphere 2-), the colonists will seed the world with friendly lifeforms, raising the local Biosphere to 1d6+5. ===== Outpost ===== :Population: 1d3+Desirability, maximum 4. ::If Population = 0, there is only an automated beacon, listening post, emergency cache, etc., but no permanent population. :Government: ::If Population 0: 0. ::Otherwise: Population+2d6-7, maximum 6. ===== Uninhabited ===== :Population: 0. :Government: 0. ==== Other Population Stats ==== '''Law Level'''<br/> :If Government 0: 0. :Otherwise: Government+2d6-7. '''Industrial Base'''<br/> :If Population 0: 0. :Otherwise: Population+2d6-7. '''DMs:''' Law 1-3 +1; Law 6-9 -1; Law A-C -2; Law D+ -3; +1 if world is unsafe for human habitation (Atmos 0-4, 7, 9+; or Hydro F); TL 12-14 +1; TL15+ +2. ==== The Effects of Local Industry ==== A world's Industrial Base affects its statistics as follows: :Industry 0: Population -1. :Industry 4-9: Population +1, Atmosphere modified as follows: ::Atmos 3 becomes Atmos 2. ::Atmos 5 becomes Atmos 4. ::Atmos 6 becomes Atmos 7. ::Atmos 8 becomes Atmos 9. :Industry A+: Choose one of the following: ::''a)'' Population +1, or ::''b)'' Population +2, and modify Atmosphere as above. ===== Hard Times ===== In a Long Night scenario, worlds are cut off from galactic trade and forced to rely upon their own technology. Colonies on unsafe worlds which have less than the required minimum Industrial Base have to be abandoned; reduce Population to 0, leaving ruins behind. :Atmosphere 4, 7, or 9 requires Industry 3+ to maintain filter production or air purification. :Atmosphere 2 or 3 requires Industry 5+ to maintain respirator production. :Atmosphere 0, 1, or A requires Industry 8+ to maintain the pressure habitats. :Atmosphere B or D requires Industry 9+ to maintain high-pressure or corrosion-resistant habitats. :Atmosphere C or G, or Hydrosphere F, requires Industry A+ to maintain deep-pressure or aerostat habitats. Outposts on unsafe worlds ''might'' be maintained. If there's a colony or homeworld nearby, make a roll at ''their'' Jump level, and if successful, the outpost remains. Otherwise, it too must be abandoned. If you want to get really complicated, than for any terraformed planet during Hard Times, ''reverse'' the terraforming effects by points equal to half the difference between the local Industrial Base and the old galactic Tech Level (e.g. if you were at TL12, and are now at TL8, you lose 4 points of terraforming). ==== Interstellar Trade ==== ===== Trade Codes ===== :''Agricultural (Ag):'' Atmos 4-9, Hydro 4-8, Pop 5-7. :''Asteroid Belt (As):'' Asteroid Belt. :''Desert (De):'' Atmos 2-D, Hydro 0. :''Fluid Oceans (Fl):'' Atmos A+ or non-water biochemistry, Hydro 1-B. :''Garden (Ga):'' Size 5-A, Atmos 4-9, Hydro 4-8. :''High Population (Hi):'' Pop 9+. :''High Technology (Ht):'' Industry (TL-3)+. :''Ice-Capped (Ic):'' Atmos 0-1, Hydro 1+. :''Industrial (In):'' Pop 9+, Industry 6+. :''Low Population (Lo):'' Pop 1-3. :''Low Technology (Lt):'' Industry 5-. :''Non-Agricultural (Na):'' Atmos 0-3 or B+, Hydro 0-3 or B+, Pop 6+. :''Non-Industrial (Ni):'' Pop 4-6. :''Poor (Po):'' Atmos 2-5, Hydro 0-3. :''Rich (Ri):'' Atmos 6 or 8, Pop 6-8. :''Sterile (St):'' Bio 0. :''Water World (Wa):'' Atmos 2+, Hydro A-B. :''Vacuum (Va):'' Atmos 0. :''Zoo (Zo):'' Bio 7+. ===== Starport ===== Roll 2d6+Industry-7. '''DMs:''' Ag +1, Ga +1, Hi +1, Ht +1, In +1, Na +1, Ri +1, TL12-14 +1, TL15+ +2, Lo -1, Po -1, TL9- -1. :β€2 β X :3-4 β E :5-6 β D :7-8 β C :9-10 β B :11β€ β A An Outpost world with Population 0 automatically has the equivalent of an E-class starport, in the form of an unmanned navigation beacon and emergency supply cache. Any world with Industry 5+ must have at least the equivalent of an E-class starport, in its airstrips or surface shipping ports. Any uninhabitable world with Population 1+ must have at least the equivalent of an E-class starport, in its airlocks and docking ports. ===== Bases ===== Roll 2d6 for all of these. '''Ancients Site (Q)''' :Per system: Throw 12+. If present, select a world at random. '''Imperial Consulate, Governor's Estate (G)''' :Starport A: Throw 6+. ::Success by 3+ means also a foreign embassy or diplomatic consulate (F). ::Success by 6+ means also a Moot seat or other government center. ::Any Capital automatically has Starport A and government center. :Starport B: Throw 8+. ::Success by 3+ means also a foreign embassy or diplomatic consulate (F). :Starport C: Throw 10+. '''Merchant Base (M)''' :Starport A: Throw 6+. ::Success by 3+ means also a shipyard (Y). ::Success by 6+ means also a megacorporate headquarters. :Starport B: Throw 8+. ::Success by 3+ means also a shipyard (Y). :Starport C: Throw 10+. '''Naval Base (N)''' :Starport A, B, or C: Throw 8+. ::Success by 3+ means also a shipyard or galactic hospital (Y or H). '''Pirate Base (P)''' :Starport B: Throw 12+. :Starport C: Throw 10+. :Starport D or E: Throw 12+. '''Psionics Institute (Z)''' :Any inhabited world: Throw 12+. '''Research Installation (R)''' :Starport A: Throw 8+ ::Success by 3+ means also a galactic hospital, university or library archive (H, U, or L). :Starport B or C: Throw 10+. :Outpost: Throw 9+. ::Success by 3+ means also a backup library archive (L). '''Sacred Site (K)''' :Any inhabited world: Roll 2d6 β€ Pop. '''Scout Base (S)''' :Starport A: Throw 10+. :Starport B or C: Throw 8+. ::Success by 3+ means also a scout hostel. :Starport D: Throw 7+. ::Success by 3+ means also a scout hostel. '''Special Enclave, Nature Preserve, Prison (V)''' :Any world with Pop 1+ or Bio 1+: Throw 10+. '''Traveller's Aid Society Hostel (T)''' :Starport A: Throw 4+. ::Success by 3+ means first-class accommodations. ::Success by 6+ means a full chapter-house. :Starport B: Throw 6+. ::Success by 3+ means first-class accommodations. :Starport C: Throw 10+. '''Weather Control Station, Terraforming Facility (W)''' :Any terraformed world: Automatic. ====== Base Codes ====== :'''A''' β A-class (Excellent) Starport :'''B''' β B-class (Good) Starport :'''C''' β C-class (Routine) Starport :'''D''' β D-class (Poor) Starport :'''E''' β E-class (Frontier) Starport or Emergency Beacon :'''F''' β Foreign Embassy / Diplomatic Consulate :'''G''' β Imperial Consulate / Governor's Estate :'''H''' β Galactic Hospital :'''J''' β Ansible / Stargate :'''K''' β Galactic church, temple, or other religious site :'''L''' β Library Archive :'''M''' β Merchant / Megacorporate base :'''N''' β Naval base :'''P''' β Pirate base :'''Q''' β Ancients' site :'''R''' β Research installation :'''S''' β Scout base :'''T''' β Travellers' Aid Society Hostel :'''U''' β Galactic University :'''V''' β Special enclave (prison, refugee facility, nature preserve, etc.) :'''W''' β Weather control / terraforming facility :'''X''' β No starport :'''Y''' β Shipyard :'''Z''' β Psionics Institute
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