Raiders of the Rim:StarsystemRules: Difference between revisions
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These are homebrew rules for creating star systems and planets in Raiders of the Rim, based on Starblazer, Mindjammer, and other sources. | These are homebrew rules for creating star systems and planets in Raiders of the Rim, based on Starblazer, Mindjammer, and other sources. | ||
== '''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 | |||
== '''Planetary Systems''' == | |||
'''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''' == | |||
'''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 12:51, 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.
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.