Difference between revisions of "Raiders of the Rim:StarsystemRules"

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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.
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== '''Stars''' ==
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'''Stars'''
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This is a random table for star types, based on the stars and quasistellar astronomical bodies often encountered in the Star Wars universe.
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*+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
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* 0:  Red M-type star
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*-1: Blue F-type star
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*-2: White A-type star
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*-3: Ultraviolet O-type star
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*-4: White dwarf
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== '''Planetary Systems''' ==
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'''Planetary Systems'''
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This is a random generation table for entire planetary systems:
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*+4: Exotic system (artificial, planetoid ring, Dyson sphere, ringworld, etc.)
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*+3: Planetismal system; asteroid/debris ring/s, planetoids, etc.
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*+2  Rocky stellar system; 1-4 rocky worlds; 1-2 rock giants; 1-2 ice/hell worlds
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*+1: Typical stellar system; 1-4 rocky worlds; 1-2 gas giants; 1-2 ice giants
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*0:  Typical stellar system; 1-4 rocky worlds; 1-2 gas giants; 1-2 ice giants
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*-1: Single brown dwarf megaplanet
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*-2: Hot giant system; 1-4 gas giants in close solar orbit
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*-3: Dead system; 1-6 dead, airless, rocky worlds
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*-4: Planetless; no surviving worlds
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'''Planet type'''
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This is only for rocky worlds - gas and ice giants are likely to need their own special treatment for any habitation.
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*+4: Hell world (high pressure, high temperature, pollution, garbage  world, etc)
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*+3: Ice world
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*+2  Temperate world
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*+1: Desert  world
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*0:  Jungle world
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*-1: Fungal or microbial mat world
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*-2: Water world
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*-3: Dead airless snowball world
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*-4: Dead airless rocky world
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''' Moons'''
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Roll 1d6 for the number of moons; -2 for rocky worlds, double for gas and ice giants.
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== '''Planets''' ==
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'''Development Index'''
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Roll 4dF with minus also counted as plus to find 0-4 for galactic development index/development Skill.
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-1 for desert, jungle, ice and hell worlds
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'''Population Index'''
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Roll 4dF with minus also counted as plus to find 0-4 for galactic population index/population Skill.
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-2 for desert, ice and hell worlds;
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+1 for temperate worlds
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'''Government type'''
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*+4: Direct Imperial governorate
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*+3: Dictatorship
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*+2  Corporate  control
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*+1: Oligarchy
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*0:  Democracy
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*-1: Constitutional monarchy
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*-2: Tribal
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*-3: Pirate refuge
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*-4: Anarchy
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== '''Settlements''' ==
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These rules are for randomly generated settlements, but can also be used to model planned locations.
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Roll 4dF with minus also counted as plus to find settlement Scale.
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-2 for desert, ice, water and hell worlds; +1 for temperate and jungle worlds; -3 for planet wilderness region.
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'''Scale'''
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Scale is the fundamental attribute for a settlement, with rough values as follows:
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*+6: Megapolis/hive city
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*+5: Capital/leading metropolis
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*+4: Major city
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*+3: Large town
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*+2  Small town
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*+1: Small village
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*0:  Isolated family house, trading camp, experimental station, outpost, stopover diner, etc.
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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.
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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.)
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'''Facilities/Resources'''
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Here's some arbitrary Resources levels for one or two specific facilities to match a settlement's Scale:
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*+6: Mass cloning facilities, space shipyards, orbital facilities
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*+5: Central government, cutting-edge tech (+1 above planetary base level)
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*+4: Spaceport, major financial services, mercenaries
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*+3: Research facilities, archives, garrison, government, legal services
 +
*+2  Repairs, transportation, arms, medical facilities, basic financial services
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*+1: Basic amenities, power
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*0:  Food, drink, breathable air, shelter
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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.

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.