Latest revision |
Your text |
Line 83: |
Line 83: |
| *-3: Pirate refuge | | *-3: Pirate refuge |
| *-4: Anarchy | | *-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.
| |