Difference between revisions of "Raiders of the Rim:StarsystemRules"
(→Settlements) |
|||
(38 intermediate revisions by the same user not shown) | |||
Line 5: | Line 5: | ||
'''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 | ||
− | *+4: | + | == '''Planetary Systems''' == |
− | *+3: | + | |
− | *+2 | + | '''Planetary Systems''' |
− | *+1: | + | |
− | *0: | + | This is a random generation table for entire planetary systems: |
− | *-1: | + | |
− | *- | + | *+4: Exotic system (artificial, planetoid ring, Dyson sphere, ringworld, etc.) |
− | *-3: | + | *+3: Planetismal system; asteroid/debris ring/s, planetoids, etc. |
− | *-4: | + | *+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. |
Latest revision as of 05:51, 25 February 2020
These are homebrew rules for creating star systems and planets in Raiders of the Rim, based on Starblazer, Mindjammer, and other sources.
Contents
Stars[edit]
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[edit]
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[edit]
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[edit]
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.