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| '''Stars''' | | '''Stars''' |
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− | This is a random table for star types, based on the stars and quasistellar astronomical bodies often encountered in the Star Wars universe. | + | This is a random table for star types, based on the stars and quasistellar astronomical bodies often encountered in the Star wars universe. |
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− | *+4: Exotic (Wolf-Rayet star, brown dwarf, black hole, etc.) | + | *+4: Hull breach, cargo compartment; cargo lost, no injuries. |
− | *+3: Binary star (roll once for each) | + | *+3: Hull breach, crew compartment; 1 crew takes 1 roll damage. |
| *+2 Yellow G-type star | | *+2 Yellow G-type star |
| *+1: Orange K-type star | | *+1: Orange K-type star |
− | * 0: Red M-type star | + | *0: Red M-type star |
| *-1: Blue F-type star | | *-1: Blue F-type star |
− | *-2: White A-type star | + | *-2: Catastrophic outage; ship dead in space, no drives or internal power |
− | *-3: Ultraviolet O-type star | + | *-3: Catastrophic failure; ship explodes, crew have time to reach escape pods |
− | *-4: White dwarf | + | *-4: Catastrophic detonation; ship explodes, no chance of escape |
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| == '''Planetary Systems''' == | | == '''Planetary Systems''' == |
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− | '''Planetary Systems'''
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− | This is a random generation table for entire planetary systems:
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− | *+4: Exotic system (artificial, planetoid ring, Dyson sphere, ringworld, etc.)
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− | *+3: Planetismal system; asteroid/debris ring/s, planetoids, etc.
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− | *+2 Rocky stellar system; 1-4 rocky worlds; 1-2 rock giants; 1-2 ice/hell worlds
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− | *+1: Typical stellar system; 1-4 rocky worlds; 1-2 gas giants; 1-2 ice giants
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− | *0: Typical stellar system; 1-4 rocky worlds; 1-2 gas giants; 1-2 ice giants
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− | *-1: Single brown dwarf megaplanet
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− | *-2: Hot giant system; 1-4 gas giants in close solar orbit
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− | *-3: Dead system; 1-6 dead, airless, rocky worlds
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− | *-4: Planetless; no surviving worlds
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− | '''Planet type'''
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− | This is only for rocky worlds - gas and ice giants are likely to need their own special treatment for any habitation.
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− | *+4: Hell world (high pressure, high temperature, pollution, garbage world, etc)
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− | *+3: Ice world
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− | *+2 Temperate world
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− | *+1: Desert world
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− | *0: Jungle world
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− | *-1: Fungal or microbial mat world
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− | *-2: Water world
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− | *-3: Dead airless snowball world
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− | *-4: Dead airless rocky world
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− | ''' Moons'''
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− | Roll 1d6 for the number of moons; -2 for rocky worlds, double for gas and ice giants.
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| == '''Planets''' == | | == '''Planets''' == |
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− | '''Development Index'''
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− | Roll 4dF with minus also counted as plus to find 0-4 for galactic development index/development Skill.
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− | -1 for desert, jungle, ice and hell worlds
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− | '''Population Index'''
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− | Roll 4dF with minus also counted as plus to find 0-4 for galactic population index/population Skill.
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− | -2 for desert, ice and hell worlds;
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− | +1 for temperate worlds
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− | '''Government type'''
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− | *+4: Direct Imperial governorate
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− | *+3: Dictatorship
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− | *+2 Corporate control
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− | *+1: Oligarchy
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− | *0: Democracy
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− | *-1: Constitutional monarchy
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− | *-2: Tribal
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− | *-3: Pirate refuge
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− | *-4: Anarchy
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− | == '''Settlements''' ==
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− | These rules are for randomly generated settlements, but can also be used to model planned locations.
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− | Roll 4dF with minus also counted as plus to find settlement Scale.
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− | -2 for desert, ice, water and hell worlds; +1 for temperate and jungle worlds; -3 for planet wilderness region.
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− | '''Scale'''
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− | Scale is the fundamental attribute for a settlement, with rough values as follows:
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− | *+6: Megapolis/hive city
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− | *+5: Capital/leading metropolis
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− | *+4: Major city
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− | *+3: Large town
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− | *+2 Small town
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− | *+1: Small village
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− | *0: Isolated family house, trading camp, experimental station, outpost, stopover diner, etc.
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− | 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.
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− | 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.)
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− | '''Facilities/Resources'''
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− | Here's some arbitrary Resources levels for one or two specific facilities to match a settlement's Scale:
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− | *+6: Mass cloning facilities, space shipyards, orbital facilities
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− | *+5: Central government, cutting-edge tech (+1 above planetary base level)
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− | *+4: Spaceport, major financial services, mercenaries
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− | *+3: Research facilities, archives, garrison, government, legal services
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− | *+2 Repairs, transportation, arms, medical facilities, basic financial services
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− | *+1: Basic amenities, power
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− | *0: Food, drink, breathable air, shelter
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− | A settlement may have more than these, but that's a matter for GM choice and planning.
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