Editing Raiders of the Rim:StarsystemRules

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*-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.
 

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