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

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'''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.
+
This is a random table for star types, based on the stars and quasistellar astronomical bodies often encountered in the Star Wars universe.
  
*+4: Hull breach, cargo compartment; cargo lost, no injuries.
+
*+4: Exotic (Wolf-Rayet star, brown dwarf, black hole, etc.)
*+3: Hull breach, crew compartment; 1 crew takes 1 roll damage.
+
*+3: Binary star (roll once for each)
 
*+2  Yellow G-type star
 
*+2  Yellow G-type star
 
*+1: Orange K-type star
 
*+1: Orange K-type star
*0:  Red M-type star
+
* 0:  Red M-type star
 
*-1: Blue F-type star
 
*-1: Blue F-type star
*-2: Catastrophic outage; ship dead in space, no drives or internal power
+
*-2: White A-type star
*-3: Catastrophic failure; ship explodes, crew have time to reach escape pods
+
*-3: Ultraviolet O-type star
*-4: Catastrophic detonation; ship explodes, no chance of escape
+
*-4: White dwarf
  
 
== '''Planetary Systems''' ==
 
== '''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''' ==
 
== '''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.

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.