Latest revision |
Your text |
Line 20: |
Line 20: |
| | | |
| '''Planetary Systems''' | | '''Planetary Systems''' |
− |
| |
| This is a random generation table for entire planetary systems: | | This is a random generation table for entire planetary systems: |
| | | |
Line 36: |
Line 35: |
| | | |
| '''Planet type''' | | '''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) | | *+4: Hell world (high pressure, high temperature, pollution, garbage world, etc) |
Line 61: |
Line 58: |
| Roll 4dF with minus also counted as plus to find 0-4 for galactic development index/development Skill. | | 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 | + | -1 for desert, jungle, ice and hell Worlds |
| | | |
| + | '''Development Index''' |
| | | |
− | '''Population Index'''
| + | Roll 4dF with minus also counted as plus to find 0-4 for galactic development index/development Skill. |
− | | |
− | 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.
| + | -2 for desert, ice and hell Worlds |