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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].  
+
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and the effects of axial tilt, but also to make it easier to update the system when new scientific discoveries make it outdated.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and the effects of axial tilt, but also to make it easier to update the system when new scientific discoveries make it outdated.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: B-cdef-Gh-jklm N N N P
 
:A — Orbit
 
:A — Orbit
 
:B — World Type
 
:B — World Type
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:E — Hydrosphere
 
:E — Hydrosphere
 
:F — Biosphere
 
:F — Biosphere
:G — Population
+
:G — Starport
:H — Government Type
+
:H — Bases
:J — Law Level
+
:J — Population
:K — Industrial Base
+
:K — Government Type
:L — Starport
+
:L — Law Level
:m Bases
+
:M Industrial Base
 
:N — World & Trade Codes
 
:N — World & Trade Codes
 
:P — Travel Code
 
:P — Travel Code
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Playtesting Notes:
 
Playtesting Notes:
 
12 Dec 2008: Minor tweaks.
 
 
19 June 2008: Improved population rules. Needs testing.
 
  
 
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…
 
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…
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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 ====
 
:0 — No restrictions
 
: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 ====
 
Measures level of local production and support, not highest level known.
 
 
:0 — No industry. Everything must be imported.
 
:1-3 — Primitive. Mostly only raw materials made locally.
 
: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 ===
 
=== Populations ===
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For each such world, add up all the factors which apply:
 
For each such world, add up all the factors which apply:
 
*''Dry World'' – Hydro 0: '''-1'''
 
*''Dry World'' – Hydro 0: '''-1'''
*''Extreme Environment'' Size D+; or Atmos C-G; or Hydro F: '''-2'''
+
*''Extreme Environment'' - Size D+; or Atmos C-G; or Hydro F: '''-2'''
 
*''Flare Star'' – M-Ve star: '''-1d3'''
 
*''Flare Star'' – M-Ve star: '''-1d3'''
 
*''Habitable World'' – Size 1-B, Atmos 2-9, and Hydro 0-B: further detail needed
 
*''Habitable World'' – Size 1-B, Atmos 2-9, and Hydro 0-B: further detail needed
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**''Poor World'' – Atmos 2-6, and Hydro 0-3: '''+2'''
 
**''Poor World'' – Atmos 2-6, and Hydro 0-3: '''+2'''
 
**Otherwise: '''+4'''
 
**Otherwise: '''+4'''
*''High Gravity'' – Size A+ and Atmos F-: '''-1'''
+
*''High Gravity'' – Size A-F: '''-1'''
::''Note: Yes, normal Jovians don't count as "high gravity", as one doesn't live on the surface.''
+
::''Note: Yes, Jovians don't count as "high gravity", as one doesn't live on the surface.''
*''Lifebelt'' – Inner Zone orbit: further detail needed
+
*''Lifebelt'' – Inner Zone orbit: further detailed needed
 
**Any giant, brown dwarf, or white dwarf: '''+0'''
 
**Any giant, brown dwarf, or white dwarf: '''+0'''
 
**M-V star: '''+1'''
 
**M-V star: '''+1'''
 
**Any other dwarf or subgiant: '''+2'''
 
**Any other dwarf or subgiant: '''+2'''
*''Tiny World'' – Size 0: '''-1'''
+
*''Tiny World'' – Size 0, but not an Asteroid Belt: '''-1'''
 
*''T-Prime Atmosphere'' – Atmos 6 or 8: '''+1'''
 
*''T-Prime Atmosphere'' – Atmos 6 or 8: '''+1'''
  
 
====== Terraforming ======
 
====== 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.  
+
At Tech Level 10+, any Inner Zone world with Size 1-B and Atmosphere 1-D 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.
 
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.
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: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 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.
 
: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 ====
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:::If roll ≤ (native TL)-9: 7.
 
:::If roll ≤ (native TL)-9: 7.
 
:::Otherwise: Population+2d6-7.
 
:::Otherwise: Population+2d6-7.
 +
:Law:
 +
::If Government 0: 0.
 +
::Otherwise: Government+2d6-7.
 +
:Industry: Population+2d6-7. '''DMs:''' Law 1-3 +1; Law 6-9 -1; Law A-C -2; Law D+ -3.
  
 
===== Colony =====
 
===== Colony =====
:Population: TL+Settlement-9, minimum 4, maximum = Desirability+1d3-1d3.
+
:Population: TL+Settlement-9, minimum 4, maximum = Desirability+1d3-1d3+(modifiers for Industrial Base).
 
:Government: Population+2d6-7.
 
:Government: Population+2d6-7.
 +
:Law:
 +
::If Government 0: 0.
 +
::Otherwise: Government+2d6-7.
 +
:Industry: Population+2d6-7. '''DMs:''' Law 1-3 +1; Law 6-9 -1; Law A-C -2; Law D+ -3.
  
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.
+
If the world is habitable (Size 1-B, Atmos 2-9) and has no major pre-existing lifeforms (Biosphere 3+), the colonists will seed the world with friendly lifeforms, raising the local Biosphere to 1d6+5.
  
 
===== Outpost =====
 
===== Outpost =====
 
:Population: 1d3+Desirability, maximum 4.
 
:Population: 1d3+Desirability, maximum 4.
 
::If Population = 0, there is only an automated beacon, listening post, emergency cache, etc., but no permanent population.  
 
::If Population = 0, there is only an automated beacon, listening post, emergency cache, etc., but no permanent population.  
:Government:
+
:Government: Population+2d6-7, maximum 6.
::If Population 0: 0.
+
:Law:  
::Otherwise: Population+2d6-7, maximum 6.
+
::If Government 0: 0.
 
+
::Otherwise: Government+2d6-7.
===== Uninhabited =====
+
:Industry: Population+2d6-7. '''DMs:''' Law 1-3 +1; Law 6-9 -1; Law A-C -2; Law D+ -3.
: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 ====
+
==== Industrial Modifications ====
A world's Industrial Base affects its statistics as follows:  
+
UNDER CONSTRUCTION
:Industry 0: Population -1.
+
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.) For any world except an Asteroid Belt, the world's Industrial Base (local TL code) modifies this:
:Industry 4-9: Population +1, Atmosphere modified as follows:
+
:Stone Age (TL0): -1
 +
:Primitive (TL1-3): ±0
 +
:Industrial or Pre-Stellar (TL4-9): +1, but modify Atmosphere as follows:  
 
::Atmos 3 becomes Atmos 2.
 
::Atmos 3 becomes Atmos 2.
 
::Atmos 5 becomes Atmos 4.
 
::Atmos 5 becomes Atmos 4.
 
::Atmos 6 becomes Atmos 7.
 
::Atmos 6 becomes Atmos 7.
 
::Atmos 8 becomes Atmos 9.
 
::Atmos 8 becomes Atmos 9.
:Industry A+: Choose one of the following:
+
:any Stellar (TLA+): +1, or +2 and modify Atmosphere as above.
::''a)'' Population +1, or
+
There is also a -1 penalty if the world's Industrial Base is less than the Safe Tech Base rating for the Atmosphere:
::''b)'' Population +2, and modify Atmosphere as above.
+
: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.
  
===== Hard Times =====
+
==== 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.  
+
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.
: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).
 
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 ====
+
=== Base Codes ===
 
 
===== 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)'''
 
: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 ≤ 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''' — A-class (Excellent) Starport
 
:'''A''' — A-class (Excellent) Starport
Line 879: Line 714:
 
:'''P''' — Pirate base
 
:'''P''' — Pirate base
 
:'''Q''' — Ancients' site
 
:'''Q''' — Ancients' site
:'''R''' — Research installation
+
:'''R''' — Research base
 
:'''S''' — Scout base
 
:'''S''' — Scout base
 
:'''T''' — Travellers' Aid Society Hostel
 
:'''T''' — Travellers' Aid Society Hostel
 
:'''U''' — Galactic University
 
:'''U''' — Galactic University
:'''V''' — Special enclave (prison, refugee facility, nature preserve, etc.)
+
:'''V''' — Special enclave (prison, refugee facility, etc.)
 
:'''W''' — Weather control / terraforming facility
 
:'''W''' — Weather control / terraforming facility
 
:'''X''' — No starport
 
:'''X''' — No starport
 
:'''Y''' — Shipyard
 
:'''Y''' — Shipyard
 
:'''Z''' — Psionics Institute
 
:'''Z''' — Psionics Institute

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