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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''' == '''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''' == '''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''' == '''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''' == 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.
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