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[[Category: Traveller]]
 
[[Category: Traveller]]
The RTT 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].  
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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and the effects of axial tilt, but also to make it easier to update the system when new scientific discoveries make it outdated.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
 
 
A: B-cdef-ghjk-Lm N N N P
 
:A — Orbit
 
:B — World Type
 
:C — Size
 
:D — Atmosphere
 
:E — Hydrosphere
 
:F — Biosphere
 
:G — Population
 
:H — Government Type
 
:J — Law Level
 
:K — Industrial Base
 
:L — Starport
 
:m — Bases
 
:N — World & Trade Codes
 
:P — Travel Code
 
 
 
  
 
Playtesting Notes:
 
Playtesting Notes:
  
12 Dec 2008: Minor tweaks.
+
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…
  
19 June 2008: Improved population rules. Needs testing.
+
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.
 
 
9 June 2008: Still working on the population rules. A high stellar society like the Imperium turns out a ''lot'' of small outposts, which is mildly surprising, but does seem reasonable. Need a more elegant approach to terraforming; maybe this will work…
 
 
 
Gov. and Law codes seem to work, but definitely need to tweak the Industrial Base generation. Some tweaking to the base rules.
 
  
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.
 
  
 
== 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 or L star -1. If Moderate Companion present, automatically 0.
+
'''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.
  
:0-1 — Asteroid Belt
+
: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
:1-4 — Snowball
+
:1-3 — Snowball
:5-6 — Rockball
+
:4-5 — Rockball
 +
:6 — Arean
 
:7 — Meltball
 
:7 — Meltball
 
:8 — Roll 1d6:
 
:8 — Roll 1d6:
::1-3 — Hebean
+
::1-4 — Hebean
::4-5 — Arean
+
::5-6 — Promethean
::6 — Promethean
 
  
 
==== 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.
 
<small>**it should be noted that the current Hydrosphere dice calculations may conjure results that do not match this planet-type; perhaps a 1d6 or 2d3 roll would be better, since 2d6 can lead to a roll above the 9 number of the Hydrosphere Scale below</small>
 
  
 
==== 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 geologically active.</small>
+
<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.
::::Otherwise: 0.
+
::::''Chemistry:'' Roll 1d6. '''DMs:''' L star +1; Epistellar -2; Outer Zone +2.
::::''Chemistry:'' If life, roll 1d6. '''DMs:''' L star +1; Epistellar -2; Outer Zone +2.
 
 
:::::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 (or Y for an entire Asteroid Belt).
+
: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>''[ThioGaian]''</small>
+
::::9-11 — Sulfur (Age modifier +0) <small>''[ChloriticGaian]''</small>
::::12 — Chlorine (Age modifier +0) <small>''[ChloriticGaian]''</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
:X — Planetary-Mass Artifact
 
:Y — Asteroid Belt
 
  
 
==== 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.
  
==== Population ====
 
:0 — Uninhabited
 
:1 — Few
 
:2 — Hundreds
 
:3 — Thousands
 
:4 — Tens of thousands
 
:5 — Hundreds of thousands
 
:6 — Millions
 
:7 — Tens of millions
 
:8 — Hundreds of millions
 
:9 — Billions
 
:A — Tens of billions
 
:B — Hundreds of billions
 
:C — Trillions
 
 
Includes all sapients.
 
  
==== Government ====
 
:0 — None (tends toward family/clan/tribal)
 
:1 — Company or corporation
 
:2 — Participatory democracy
 
:3 — Self-perpetuating oligarchy
 
:4 — Representative democracy
 
:5 — Feudal technocracy
 
:6 — Captive government (colony or conquered territory)
 
:7 — Balkanized
 
:8 — Civil service bureaucracy
 
:9 — Impersonal bureaucracy
 
:A — Charismatic dictator
 
:B — Non-charismatic dictator
 
:C — Charismatic oligarchy
 
:D — Theocracy
 
:E — Supreme authority
 
:F — Hive-mind collective
 
  
==== Law Level ====
+
=== Population ===
:0 — No restrictions
+
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.
:1 — Only restrictions upon WMD and other dangerous technologies
 
:2-4 — Light restrictions: heavy weapons, narcotics, alien technology
 
:5-7 — Heavy restrictions: most weapons, specialized tools and information, foreigners
 
:8+ — Extreme restrictions: extensive monitoring and limitations, free speech curtailed
 
  
==== Industry Level ====
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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.  
Measures level of local production and support, not highest level known.
 
  
:0 — No industry. Everything must be imported.
+
==== World Codes ====
:1-3 — Primitive. Mostly only raw materials made locally.
+
These are similar, but not identical to, the trade codes.
:4-6 — Industrial. Local tools maintained, some produced.
 
:7-9 — Pre-Stellar. Production and maintenance of space technologies.
 
:A-B — Early Stellar. Support for A.I. and local starship production.
 
:C-E — Average Stellar. Support for terraforming, flying cities, clones.
 
:F — High Stellar. Support for highest of the high tech.
 
  
=== Populations ===
+
*''Alternative Biochemistry:''
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:
+
:Ammonia: NH3
:''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.
+
:Chlorine: Cl
:''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.
+
: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+.
  
==== World Desirability ====
+
==== 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 =====
+
'''Dwarf, Terrestrial, Helian, and Jovian Planets'''<br/>
For each belt, roll 1d6-1d6, and apply the following DMs:
+
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.
*''Flare Star'' – M-Ve star: '''-1d3'''
+
:''Note:'' This is for humans and similar lifeforms. Other sophonts may prefer other kinds of worlds, and so should have different Desirability indexes.
*''Lifebelt'' – 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 =====
+
*Desert: -1
For each such world, add up all the factors which apply:
+
*Extreme: -2
*''Dry World'' – Hydro 0: '''-1'''
+
*Garden: +5
*''Extreme Environment'' – Size D+; or Atmos C-G; or Hydro F: '''-2'''
+
*Habitable, but not Dry, Desert, Garden, Poor, or Water World: +4
*''Flare Star'' – M-Ve star: '''-1d3'''
+
*High Gravity: -1
*''Habitable World'' – Size 1-B, Atmos 2-9, and Hydro 0-B: further detail needed
+
*Inner Zone orbit, M-V, D, or L star: +1
**''Garden World'' – Size 5-A, Atmos 4-9, and Hydro 4-8: '''+5'''
+
*Inner Zone orbit, other star: +2
**''Water World'' – Hydro A-B: '''+3'''
+
*M-Ve (flare) star: -1d3.
**''Poor World'' – Atmos 2-6, and Hydro 0-3: '''+2'''
+
*Poor: +2
**Otherwise: '''+4'''
+
*Prime: +1
*''High Gravity'' – Size A+ and Atmos F-: '''-1'''
+
*Water World, but not Fluid Oceans: +3
::''Note: Yes, normal Jovians don't count as "high gravity", as one doesn't live on the surface.''
+
*Zero Gravity: -1
*''Lifebelt'' – 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'' – Size 0: '''-1'''
 
*''T-Prime Atmosphere'' – 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.
+
'''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.
  
Other suggested limits on terraforming:
+
*Inner Zone orbit, M-V, D, or L star: +1
:Worlds with Hydro F cannot be terraformed, period.
+
*Inner Zone orbit, other star: +2
:Worlds with Hydro B cannot be reduced below Hydro B. There's just too much ocean.
+
*M-Ve (flare) star: -1d3
: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 – 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 ====
 
==== 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 ≤ (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.
 
:≤2 — X
 
:3-4 — E
 
:5-6 — D
 
:7-8 — C
 
:9-10 — B
 
:11≤ — 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)'''
+
===== Homeworlds =====
:Starport A, B, or C: Throw 8+.
+
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.  
::Success by 3+ means also a shipyard or galactic hospital (Y or H).
 
  
'''Pirate Base (P)'''
+
===== Colonies =====
:Starport B: Throw 12+.
+
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.)
:Starport C: Throw 10+.
 
:Starport D or E: Throw 12+.
 
  
'''Psionics Institute (Z)'''
+
The colony's Population rating is equal to (Tech Level) - 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.  
:Any inhabited world: Throw 12+.
 
  
'''Research Installation (R)'''
+
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:
:Starport A: Throw 8+
+
:Stone Age (TL0): -1
::Success by 3+ means also a galactic hospital, university or library archive (H, U, or L).
+
:Primitive (TL1-3): ±0
:Starport B or C: Throw 10+.
+
:Industrial or Pre-Stellar (TL4-9): +1
:Outpost: Throw 9+.
+
:any Stellar (TLA+): +2
::Success by 3+ means also a backup library archive (L).
+
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.
  
'''Sacred Site (K)'''
+
===== Outposts =====
:Any inhabited world: Roll 2d6 ≤ Pop.
+
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 (Tech Level)-9, then an outpost has been placed there.  
  
'''Scout Base (S)'''
+
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.
: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)'''
+
Ignore maximum Population, as an outpost is supported by off-world supplies.
:Any world with Pop 1+ or Bio 1+: Throw 10+.
 
  
'''Traveller's Aid Society Hostel (T)'''
+
==== Terraforming ====
:Starport A: Throw 4+.
+
This is the intentional (or unintentional) alteration of a world's Desirability.
::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)'''
+
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.
:Any terraformed world: Automatic.
+
:Atmos 3 becomes Atmos 2.
 +
:Atmos 5 becomes Atmos 4.
 +
:Atmos 6 becomes Atmos 7.
 +
:Atmos 8 becomes Atmos 9.
  
====== Base Codes ======
+
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)-15+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).
  
:'''A''' — A-class (Excellent) Starport
+
==== Hard Times ====
:'''B''' — B-class (Good) Starport
+
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.
:'''C''' — C-class (Routine) Starport
 
:'''D''' — D-class (Poor) Starport
 
:'''E''' — E-class (Frontier) Starport or Emergency Beacon
 
:'''F''' — Foreign Embassy / Diplomatic Consulate
 
:'''G''' — Imperial Consulate / Governor's Estate
 
:'''H''' — Galactic Hospital
 
:'''J''' — Ansible / Stargate
 
:'''K''' — Galactic church, temple, or other religious site
 
:'''L''' — Library Archive
 
:'''M''' — Merchant / Megacorporate base
 
:'''N''' — Naval base
 
:'''P''' — Pirate base
 
:'''Q''' — Ancients' site
 
:'''R''' — Research installation
 
:'''S''' — Scout base
 
:'''T''' — Travellers' Aid Society Hostel
 
:'''U''' — Galactic University
 
:'''V''' — Special enclave (prison, refugee facility, nature preserve, etc.)
 
:'''W''' — Weather control / terraforming facility
 
:'''X''' — No starport
 
:'''Y''' — Shipyard
 
:'''Z''' — Psionics Institute
 

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