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[[Category: Traveller]] | [[Category: Traveller]] | ||
− | The | + | The RktkT Complicated Star System Generator is a detailed, but not ''too'' detailed, random star system and world generation system for Mongoose Traveller. It attempts to walk that fine line between realistic (as based on current astronomical and planetological research) and easy to use. Drawn from a number of sources, including the core rules, ''GURPS Space'' (for 4th edition), ''GURPS Traveller: First In'', various idea seeds on the [http://traveller.wikia.com/wiki/Traveller_Mailing_List Traveller Mailing List] and [http://www.travellerrpg.com/CotI/Discuss/ Citizens of the Imperium fora], and the [http://arcbuilder.home.bresnan.net/PCLMaster.html Arc Builder Planetary Classification List]. |
This is a "bottom up" system, where you start with the primary star and work through all the planetary orbits. However, a lot of the process has been greatly simplified and fudged, mainly so you don't have to go crazy calculating the molecular weight of the atmosphere and the effects of axial tilt, but also to make it easier to update the system when new scientific discoveries make it outdated. The end results are all in the conventional UPP format, with the addition of a single new rating, '''Biosphere''', to describe the complexity of life on the world. | This is a "bottom up" system, where you start with the primary star and work through all the planetary orbits. However, a lot of the process has been greatly simplified and fudged, mainly so you don't have to go crazy calculating the molecular weight of the atmosphere and the effects of axial tilt, but also to make it easier to update the system when new scientific discoveries make it outdated. The end results are all in the conventional UPP format, with the addition of a single new rating, '''Biosphere''', to describe the complexity of life on the world. | ||
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I've made the assumption that minor bodies aren't worth mentioning. Assume all systems have a Kuiper belt and Oort cloud, that most Jovians will have their Trojans and Greeks, and that pretty much any planet at all has a number of minor satellites, meteor clouds, etc. Space is big. | I've made the assumption that minor bodies aren't worth mentioning. Assume all systems have a Kuiper belt and Oort cloud, that most Jovians will have their Trojans and Greeks, and that pretty much any planet at all has a number of minor satellites, meteor clouds, etc. Space is big. | ||
− | – Shadowjack | + | – Shadowjack (William) |
== To Do List == | == To Do List == | ||
− | Special Features, internal links for dice tables, descriptive links for planetary and stellar classes, nomenclature/layout sheet | + | Populations and Terraforming, Special Features, internal links for dice tables, descriptive links for planetary and stellar classes, nomenclature/layout sheet |
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Playtesting Notes: | Playtesting Notes: | ||
− | + | 9 June 2008: Still working on the population rules. A high stellar society like the Imperium turns out a [i]lot[/i] of small outposts, which is mildly surprising, but does seem reasonable. Need a more elegant approach to terraforming; maybe this will work… | |
− | + | 6 June 2008: The tables seem to turn out rather small planetary systems, especially for the ubiquitous red dwarfs, but I'm not sure that's a bug; if anything, it makes it easier to cope. And considering that we still don't know how common planets ''really'' are in the universe; under these rules, the Sol system is neither rare nor typical, which works for me. If you want more planets, try applying DM +1 to the three orbit rolls. Microscopic life is fairly common and macroscopic life less so, which seems a reasonable assumption for Traveller, and there look to be plenty of quiet lifeless worlds suitable for terraforming. | |
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== Basic Star Placement == | == Basic Star Placement == | ||
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'''Inner Zone orbits:''' 1d6-1. '''DMs:''' M-V star -1. If Close Companion present, automatically 0. | '''Inner Zone orbits:''' 1d6-1. '''DMs:''' M-V star -1. If Close Companion present, automatically 0. | ||
:''Type L star:'' instead roll 1d3-1. | :''Type L star:'' instead roll 1d3-1. | ||
− | '''Outer Zone orbits:''' 1d6-1. '''DMs:''' M-V | + | '''Outer Zone orbits:''' 1d6-1. '''DMs:''' M-V star -1. If Moderate Companion present, automatically 0. |
=== Orbit Contents === | === Orbit Contents === | ||
For each planetary orbit, roll 1d6. '''DMs:''' L star -1. | For each planetary orbit, roll 1d6. '''DMs:''' L star -1. | ||
− | : | + | :1 — Asteroid Belt |
:2 — Dwarf Planet | :2 — Dwarf Planet | ||
:3 — Terrestrial Planet | :3 — Terrestrial Planet | ||
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Roll 1d6. '''DMs:''' Asteroid Belt member -1, Helian satellite +1, Jovian satellite +2. | Roll 1d6. '''DMs:''' Asteroid Belt member -1, Helian satellite +1, Jovian satellite +2. | ||
:0 — Rockball | :0 — Rockball | ||
− | :1- | + | :1-3 — Snowball |
− | :5 | + | :4-5 — Rockball |
+ | :6 — Arean | ||
:7 — Meltball | :7 — Meltball | ||
:8 — Roll 1d6: | :8 — Roll 1d6: | ||
− | ::1- | + | ::1-4 — Hebean |
− | :: | + | ::5-6 — Promethean |
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==== Terrestrial Planets ==== | ==== Terrestrial Planets ==== | ||
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::If Age ≥ 4 + modifier, and Atmos A: 1d6+Size-2. | ::If Age ≥ 4 + modifier, and Atmos A: 1d6+Size-2. | ||
::Otherwise: 0. | ::Otherwise: 0. | ||
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==== Arid ==== | ==== Arid ==== | ||
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==== JaniLithic ==== | ==== JaniLithic ==== | ||
''Terrestrial Group, Epistellar Class, JaniLithic Type.''<br/> | ''Terrestrial Group, Epistellar Class, JaniLithic Type.''<br/> | ||
− | <small>These worlds, tide-locked to the primary, are rocky, dry, and | + | <small>These worlds, tide-locked to the primary, are rocky, dry, and geological active.</small> |
:Size: 1d6+4. | :Size: 1d6+4. | ||
:Atmosphere: Roll 1d6. | :Atmosphere: Roll 1d6. | ||
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::::If Age ≥ 1d6: 1d3. | ::::If Age ≥ 1d6: 1d3. | ||
::::If Age ≥ 7: 2d6. '''DMs:''' D star -3. | ::::If Age ≥ 7: 2d6. '''DMs:''' D star -3. | ||
− | + | ::::''Chemistry:'' Roll 1d6. '''DMs:''' L star +1; Epistellar -2; Outer Zone +2. | |
− | ::::''Chemistry:'' | ||
:::::1-3 — Water <small>''[Brammian]''</small> | :::::1-3 — Water <small>''[Brammian]''</small> | ||
:::::4-6 — Ammonia <small>''[Khonsonian]''</small> | :::::4-6 — Ammonia <small>''[Khonsonian]''</small> | ||
+ | ::Otherwise: 0. | ||
==== Meltball ==== | ==== Meltball ==== | ||
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''Small Body Group.''<br/> | ''Small Body Group.''<br/> | ||
<small>These are bodies too small to sustain hydrostatic equilibrium; nearly all asteroids and comets are small bodies.</small> | <small>These are bodies too small to sustain hydrostatic equilibrium; nearly all asteroids and comets are small bodies.</small> | ||
− | :Size: 0 | + | :Size: 0. |
:Atmosphere: 0. | :Atmosphere: 0. | ||
:Hydrosphere: 0. | :Hydrosphere: 0. | ||
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:::1-6 — Roll 2d6. | :::1-6 — Roll 2d6. | ||
::::2-8 — Water (Age modifier +0) <small>''[Gaian]''</small> | ::::2-8 — Water (Age modifier +0) <small>''[Gaian]''</small> | ||
− | ::::9-11 — Sulfur (Age modifier +0) <small>''[ | + | ::::9-11 — Sulfur (Age modifier +0) <small>''[ChloriticGaian]''</small> |
− | ::::12 — Chlorine (Age modifier +0) <small>''[ | + | ::::12 — Chlorine (Age modifier +0) <small>''[ThioGaian]''</small> |
:::7-8 — Ammonia (Age modifier +1) <small>''[Amunian]''</small> | :::7-8 — Ammonia (Age modifier +1) <small>''[Amunian]''</small> | ||
:::9-10 — Methane (Age modifier +3) <small>''[Tartarian]''</small> | :::9-10 — Methane (Age modifier +3) <small>''[Tartarian]''</small> | ||
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:B-E — Helian sizes | :B-E — Helian sizes | ||
:G — Jovian sizes | :G — Jovian sizes | ||
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==== Atmosphere ==== | ==== Atmosphere ==== | ||
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If Biosphere C or more, this is a Homeworld; proceed to the Population tables. | If Biosphere C or more, this is a Homeworld; proceed to the Population tables. | ||
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− | === | + | === Population === |
− | + | If a world has Biosphere C+, it is the homeworld of a sapient race, and therefore automatically populated. Otherwise, you will have to determine if there is any population, based on the world's Desirability for colonization. To do this, you first have to calculate the World Codes for the world. You will also need to know how long this region of space has been settled by starfaring cultures, and the best Jump rating of the dominant starfaring culture. | |
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− | + | TL9 (Jump 0) is the minimum for a starfaring culture, using slow generation ships or the like. A TL8 culture can colonize its own system only. A TL7- culture cannot expand beyond its homeworld. | |
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− | + | ==== World Codes ==== | |
− | + | These are similar, but not identical to, the trade codes. | |
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− | + | *''Alternative Biochemistry:'' | |
− | + | :Ammonia: NH3 | |
− | :'' | + | :Chlorine: Cl |
− | :'' | + | :Methane: CH4 |
+ | :Sulfur: SO2 | ||
+ | *''Asteroid (As):'' Size 0, Atmos 0, and Hydro 0. | ||
+ | *''Desert (De):'' Atmos 2-C, and Hydro 0. | ||
+ | *''Extreme (Ex):'' Size D+, Atmos C-G, or Hydro F. | ||
+ | *''Fluid Oceans (Fl):'' Atmos A-C, and Hydro 1-B. | ||
+ | *''Habitable (Ha):'' Size 1-B, Atmos 2-9, and Hydro 0-B. | ||
+ | *''High Gravity (Hg):'' Size A-F. | ||
+ | *''Garden (Ga):'' Size 5-A, Atmos 4-9, and Hydro 4-8. | ||
+ | *''Ice-Capped (Ic):'' Atmos 0-1, and Hydro 1+. | ||
+ | *''Low Gravity (Lg):'' Size 1-6. | ||
+ | *''Poor (Po):'' Atmos 2-6 and Hydro 0-3. | ||
+ | *''Prime (Pr):'' Atmos 6 or 8. | ||
+ | *''Vacuum (Va):'' Atmos 0. | ||
+ | *''Water World (Wa):'' Atmos 1-D, and Hydro A-B. | ||
+ | *''Zero Gravity (Zg):'' Size 0. | ||
+ | *''Zoosphere present (Zo):'' Bio 7+. | ||
− | ==== | + | ==== Desirability ==== |
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− | + | '''Dwarf, Terrestrial, Helian, and Jovian Planets'''<br/> | |
− | For each | + | For each world, add up all the world codes and other factors that apply; the final total is the Desirability of the world for colonization. |
− | + | :''Note:'' This is for humans and similar lifeforms. Other sophonts may prefer other kinds of worlds, and so should have different Desirability indexes. | |
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− | + | *Desert: -1 | |
− | + | *Dry: -1 | |
− | * | + | *Extreme: -2 |
− | * | + | *Garden: +5 |
− | * | + | *Habitable, but not Dry, Desert, Garden, Poor, or Water World: +4 |
− | * | + | *High Gravity: -1 |
− | + | *Inner Zone orbit, M-V, D, or L star: +1 | |
− | + | *Inner Zone orbit, other star: +2 | |
− | + | *M-Ve (flare) star: -1d3. | |
− | + | *Poor: +2 | |
− | * | + | *Prime: +1 |
− | + | *Water World, but not Fluid Oceans: +3 | |
− | * | + | *Zero Gravity: -1 |
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− | + | '''Asteroid Belts'''<br/> | |
+ | For each asteroid belt, roll 1d6-1d6, and apply the following DMs; the final total is the Desirability of the belt for colonization. | ||
− | + | *Inner Zone orbit, M-V, D, or L star: +1 | |
− | + | *Inner Zone orbit, other star: +2 | |
− | : | + | *M-Ve (flare) star: -1d3 |
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==== Habitation ==== | ==== Habitation ==== | ||
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− | + | ===== Homeworlds ===== | |
− | + | If the world has Biosphere C+, it has a native population. For normal carbon-and-water based life, Population will be equal to the Desirability score. | |
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− | '' | + | ===== Colonies ===== |
− | + | For each world that is ''not'' a homeworld, roll 2d6-2. If you roll less than or equal to the Desirability of the world, a colony has been placed there. (Thus, no colonies will be placed on worlds with Desirability less than 0.) | |
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− | '' | + | The colony's Population rating is equal to (max. Jump rating) - 9 + (centuries of settlement), up to the world's maximum. If the world is open-air habitable (Size 1-B, Atmos 2-9, no alien biochemistry), then the colonists seed the world with friendly lifeforms, raising the local Biosphere to 1d6+5. |
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− | ''' | + | The maximum Population, in most cases, is equal to the world's Desirability + 1d3 - 1d3. (You can skip the die roll if you're in a hurry.) The world's Industrial Base (local TL code) modifies this: |
− | : | + | :Stone Age (TL0): -1 |
− | :: | + | :Primitive (TL1-3): ±0 |
− | : | + | :Industrial or Pre-Stellar (TL4-9): +1 |
− | : | + | :any Stellar (TLA+): +2 |
− | :: | + | There is also a -1 penalty if the world's Industrial Base is less than the Safe Tech Base rating for the Atmosphere: |
+ | :Atmosphere 0 or 1: minimum TL8 (pressure habitat required) | ||
+ | :Atmosphere 2 or 3: minimum TL5 (respirators required) | ||
+ | :Atmosphere 4, 7, or 9: minimum TL3 (filters required) | ||
+ | :Atmosphere A: minimum TL8 (pressure habitat required) | ||
+ | :Atmosphere B or D: minimum TL9 (high-pressure or corrosion-resistant habitat required) | ||
+ | :Atmosphere C or G, or Hydrosphere F: minimum TLA (deep-pressure or aerial habitat required) | ||
+ | If there is interstellar trade, you ''can'' live on such a world without the required Industrial Base, it's just more dangerous. | ||
− | '' | + | ===== Outposts ===== |
− | + | If a world doesn't have a colony, it might have an outpost. Roll 1d6, DM -1 in a culture's home system. If you roll less than or equal to (max. Jump rating), then an outpost has been placed there. | |
− | ' | + | The outpost's Population rating is equal to 1d3+Desirability, maximum 4. If the Population roll is 0, there is only an automated beacon or observation post, and possibly an emergency cache, but no permanent population. |
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− | + | Ignore maximum Population, as an outpost is supported by off-world supplies. | |
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− | + | ==== Terraforming ==== | |
− | + | This is the intentional (or unintentional) alteration of a world's Desirability. | |
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− | ' | + | If a homeworld or colony's Population is higher than its base Desirability (e.g. due to high Industrial Base), the world becomes polluted due to overpopulation. |
− | : | + | :Atmos 3 becomes Atmos 2. |
+ | :Atmos 5 becomes Atmos 4. | ||
+ | :Atmos 6 becomes Atmos 7. | ||
+ | :Atmos 8 becomes Atmos 9. | ||
− | + | Any inhabited world with Size 1-B and Atmosphere 1-D may attempt terraforming. For each such world, you get (Tech Level-15+(centuries of habitation)) points or (Tech Level)+1d6 points, whichever is less, which you may add to or subtract from the world's Atmosphere, Hydrosphere, or Biosphere codes. | |
+ | :If you want to introduce Earthly bioforms to a world with alternative biochemistry, you have to exterminate the existing life by reducing the Biosphere to 2 or less. You may then add the usual 1d6+5 Biosphere, for the new life forms. | ||
+ | :You can spend 1 point for each century to counter the effects of overpopulation. | ||
+ | :If you want to get really complicated, than during Hard Times (see below), figure out the terraformed effects, then ''reverse'' the 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). | ||
− | + | ==== Hard Times ==== | |
− | + | In a Long Night scenario, worlds are cut off from galactic trade and forced to rely upon their own industrial base; modify maximum Population accordingly. Colonies which are below their Safe Tech Base have to be abandoned; reduce Population to 0, leaving ruins behind. Outposts 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. | |
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