World Creation
From Gulf of Fallen Stars
Main > Rules |
Tags
Roll 2 Generic Tags
- Abandoned Colony
- Alien
- Alien Ruins
- Alpine World
- Altered Humanity
- Anarchists
- Anthropomorphs
- Arctic World
- Area 51
- Artistic
- Atropus
- Badlands World
- Battleground
- Beastmasters
- Bubble Cities
- Cheap Life
- Civil War
- Closed
- Cold War
- Colonized Population
- Communist
- Cultural Power
- Cybercommunists
- Cyborgs
- Cyclical Doom
- Deceptive
- Derelict Battlemoon
- Desert World
- Disorganized
- Divine Pantheon
- Doomed World
- Dying
- Dying Race
- Eugenic Cult
- Exchange Consulate
- Fallen Hegemon
- Fashion
- Feral World
- Flying Cities
- Forbidden Tech
- Former Warriors
- Fractious
- Freak Geology
- Freak Weather
- Friendly Foe
- Fusion
- Gold Rush
- Great Work
- Hatred
- Haunted
- Heavy Industry
- Heavy Mining
- Hivemind
- Holy War
- Honorable
- Hostile Biosphere
- Hostile Space
- Immortals
- Jungle World
- Kleptocratic
- Laissez Faire
- Liberal
- Local Specialty
- Local Tech
- Major Spaceyard
- Mandarinate
- Mandate Base
- Maneaters
- Megacorps
- Mercenaries
- Military
- Minimal Contact
- Misandry
- Misogyny
- Moon Colony
- Nanites
- Night World
- Nomads
- Obsessed
- Oceanic World
- Opened
- Out of Contact
- Outpost World
- Panopticon
- Peaceful
- Perimeter Agency
- Pilgrimage Site
- Pleasure World
- Police State
- Post-Scarcity
- Preceptor Archive
- Pretech Cultists
- Primitive
- Primitive Aliens
- Prison Planet
- Progressive
- Psionics Academy
- Psionics Fear
- Psionics Worship
- Quarantined World
- Radioactive World
- Recovering
- Refugees
- Regional Hegemon
- Restricted
- Restrictive Laws
- Revanchists
- Revolutionaries
- Rigid Culture
- Ringworld
- Rising Hegemon
- Ritual Combat
- Robots
- Scarcity
- Seagoing Cities
- Sealed Menace
- Secret Masters
- Secret Trade
- Sectarians
- Seismic Instability
- Shackled World
- Societal Despair
- Sole Supplier
- Sophisticated
- Taboo
- Taboo Treasure
- Terraform Failure
- Theocracy
- Thriving
- Tomb World
- Tourist Attraction
- Trade Hub
- Tribute
- Tyranny
- Unbraked AI
- Unusual Custom
- Urbanized Surface
- Usurped
- Utopia
- Vendor
- Violent
- Warlords
- Xenophiles
- Xenophobes
- Zombies
Roll 1 Trade Tag
- Alien
- Area 51
- Closed
- Communist
- Deceptive
- Disorganized
- Doomed World
- Dying
- Fashion
- Fractious
- Gold Rush
- Heavy Industry
- Heavy Mining
- Hivemind
- Kleptocratic
- Laissez Faire
- Local Specialty
- Local Tech
- Major Spaceyard
- Megacorps
- Military
- Minimal Contact
- Moon Colony
- Opened
- Panopticon
- Post-Scarcity
- Primitive
- Restricted
- Scarcity
- Secret Trade
- Sole Supplier
- Sophisticated
- Taboo Treasure
- Theocracy
- Thriving
- Trade Hub
- Tribute
- Tyranny
- Usurped
- Vendor
- Xenophobes
Atmosphere
To determine the Atmosphere type, roll 2d6 and consult the table below.
2d6 | Atmosphere | 2d6 | Atmosphere |
---|---|---|---|
2 | Corrosive | 6-9 | Breathable Mix |
3 | Inert Gas | 10 | Thick Atmosphere |
4 | Airless | 11 | Invasive, Toxic Atmosphere |
5 | Thin Atmosphere | 12 | Corrosive and Invasive Atmosphere |
Temperature
Temperature can be determined by rolling 2d6 and consulting the appropriate column for the atmosphere type of the world.
2d6 | Breathable | Thick | Thin | Airless | Corrosive/Invasive |
---|---|---|---|---|---|
2 | Cold-Temp | Cold-Temp | Cold-Temp | Frozen | Example |
3 | Cold-Temp | Cold | Cold | Frozen | Cold-Temp |
4 | Cold | Cold | Cold | Cold-Temp | Cold |
5 | Cold | Temperate | Cold | Cold | Cold |
6 | Temperate | Temperate | Cold | Cold | Cold |
7 | Temperate | Temperate | Temperate | Temperate | Temperate |
8 | Temperate | Warm | Temperate | Temperate | Warm |
9 | Warm | Warm | Temperate | Warm | Warm |
10 | Warm | Warm | Warm | Warm | Warm |
11 | Temp-Warm | Warm | Warm | Temp-Warm | Temp-Warm |
12 | Temp-Warm | Burning | Warm | Temp-Warm | Burning |
Biosphere
Biosphere is determined by rolling 2d6 and consulting the appropriate column for the atmosphere type of the world.
2d6 | Breathable | Thick | Thin | Airless | Corrosive/Invasive |
---|---|---|---|---|---|
2 | Remnant | Remnant | Remnant | Remnant | Remnant |
3 | None | None | None | None | None |
4 | Microbial | Microbial | None | None | None |
5 | Microbial | Microbial | Microbial | None | None |
6 | Human-miscible | Microbial | Microbial | None | Microbial |
7 | Human-miscible | Human-miscible | Human-miscible | None | Microbial |
8 | Human-miscible | Immiscible | Immiscible | None | Immiscible |
9 | Immiscible | Immiscible | Immiscible | None | Immiscible |
10 | Hybrid | Immiscible | Hybrid | Engineered | Immiscible |
11 | Hybrid | Hybrid | Hybrid | Engineered | Immiscible |
12 | Engineered | Engineered | Engineered | Immiscible | Engineered |
Population
Population is determined by rolling 2d6 and consulting the appropriate column for the atmosphere type of the world.
Temperature: -1 if Warm or Cold, -2 if Variable, -3 if Frozen or Burning
Gaia: +2 if Temperate, Breathable, and Human-Miscible or Hybrid
Semi-Gaia: +1 if one of from Gaia
2d6 | Breathable | Thick | Thin | Airless | Corrosive/Invasive |
---|---|---|---|---|---|
1- | Outpost | Uninhabited | Uninhabited | Uninhabited | Uninhabited |
2 | Failed Colony | Failed Colony | Failed Colony | Failed Colony | Failed Colony |
3 | Outpost | Outpost | Outpost | Uninhabited | Uninhabited |
4 | 10 Thousand | Outpost | Outpost | Uninhabited | Uninhabited |
5 | 100 Thousand | 10 Thousand | 10 Thousand | Outpost | Uninhabited |
6 | Million | 10 Thousand | 10 Thousand | Outpost | Outpost |
7 | 10 Million | 100 Thousand | 10 Thousand | 10 Thousand | Outpost |
8 | 10 Million | 100 Thousand | 100 Thousand | 10 Thousand | 10 Thousand |
9 | 100 Million | 100 Thousand | 100 Thousand | 10 Thousand | 10 Thousand |
10 | 100 Million | Million | Million | 100 Thousand | 100 Thousand |
11 | Billion | 10 Million | 10 Million | Million | Million |
12 | Alien | Alien | Alien | Alien | Alien |
13+ | Billion | 100 Million | 100 Million | 10 Million | 10 Million |
Failed Colonies Roll 1d6 and on a 4, 5 or 6, assume that the failed colony has the equivalent of an Outpost population living is scattered settlements of a few dozen people.
Outposts have populations determined by rolling 1d6 on the following table:
1d6 | Outpost Population | 1d6 | Outpost Population |
---|---|---|---|
1-3 | 1d10 * 100 | ||
4-5 | 1d10 * 500 | ||
6 | 1d10 * 1000 |
10 thousand of inhabitants roll 1d10*10 thousand people.
100 thousand of inhabitants rolls 1d10*100 thousand people.
Millions of inhabitants have populations of 1d10 Million people.
Tens of millions of inhabitants have populations of 1d10*10 million people.
100 millions of inhabitants have populations of 1d10*100 million people.
Billions of inhabitants have populations determined by rolling 1d6 on the following table:
1d6 | Billions Population |
---|---|
1-3 | 1 Billion |
4 | 1d3 Billion |
5 | 3+1d3 Billion |
6 | 6+1d4 Billion |
Aliens roll for population again.
Tech Level
Roll 2d6 and consult the table below based on the type of population on the world.
2d6 | Remnant | Outpost | 10 Thousand | 100 Thousand | Millions | Billions |
---|---|---|---|---|---|---|
1- | TL0 | TL2 | TL0 | TL0 | TL1 | TL2 |
2 | TL0 | TL3 | TL0 | TL0 | TL2 | TL3 |
3 | TL0 | TL3+ | TL1 | TL1 | TL3 | TL3+ |
4 | TL0 | TL4- | TL2 | TL2 | TL3+ | TL4- |
5 | TL0 | TL4- | TL3 | TL3 | TL4- | TL4- |
6 | TL0 | TL4- | TL3+ | TL3+ | TL4- | TL4 |
7 | TL0 | TL4- | TL4- | TL4- | TL4 | TL4 |
8 | TL0 | TL4- | TL4- | TL4- | TL4 | TL4 |
9 | TL1 | TL4- | TL4- | TL4 | TL4 | TL4+ |
10 | TL1 | TL4 | TL4 | TL4 | TL4+ | TL4+ |
11 | TL1 | TL4 | TL4 | TL4+ | TL4+ | TL4+ |
12 | TL2 | TL4+ | TL4+ | TL5 | TL5 | TL5 |
13+ | TL3 | TL5 | TL5 | TL4+ | TL4+ | TL5 |
Phenotype
First roll 1d6 to determine the cultures on the planet
1d6 | Phenotypes |
---|---|
1-2 | 1 Local Phenotype |
3-4 | 2 Local Phenotypes |
5 | 3 Local Phenotypes |
6 | 1 Local Phenotype and 1 random Phenotype |
1d6 | Local Phenotypes |
---|---|
1-2 | Awasan |
3-4 | Tsovinan |
5 | Alpinid |
6 | Polynesid |
Then roll 1d6 + 2d6 for each culture and consult the following table.
Living Standard
To determine the living standard of a world, the GM should roll 2d6 and consult the following table.
Tags(-1 Modifier): Civil War, Feral World, Out of Contact, Peaceful, Recovering, Tomb World
Tags(+1 Modifier): Cold War, Exchange Consulate, Heavy Industry, Hostile Space, Major Shipyard, Perimeter Agency, Progressive, Regional Hegemon, Trade Hub
TL(-1 Modifier): TL1 or below
2d6 | Living Standard |
---|---|
3- | Slum |
4-6 | Poor |
7-10 | Common |
11+ | Good |
Government
If the tags do no already define a government, the GM should roll 1d6 + 2d6 and consult the following table.
1-2 | 3 | 4-5 | 6 | |
---|---|---|---|---|
2 | Assembly of Clans | Gang Land | Subversive Cult | Irenic Monarchy |
3 | Moral Democracy | War Council | Criminal Syndicate | Celestial Empire |
4 | Communal Parity | Trade League | Technocratic Dictatorship | Divine Empire |
5 | Direct Democracy | Executive Committee | Theocratic Dictatorship | Feudal Empire |
6 | Representative Democracy | Military Junta | Megacorporation | Star Empire |
7 | Representative Democracy | Plutocratic Oligarchy | Constitutional Dictatorship | Despotic Empire |
8 | Military Commissariat | Theocratic Oligarchy | Military Dictatorship | Despotic Hegemony |
9 | Theocratic Republic | Irenic Bureaucracy | Totalitarian Regime | Feudal Empire |
10 | Citizen Republic | Holy Tribunal | Elective Monarchy | Illuminated Autocracy |
11 | Rational Consensus | Citizen Stratocracy | Irenic Dictatorship | Martial Empire |
12 | Bandit Commune | Science Directorate | Bandit Syndicate | Bandit Kingdom |
Fuel Sources
Facilities +1 for TL4-, +2 for TL4, +3 for TL5
d6 | Gas giant | Facilities |
---|---|---|
1-2 | None | Fuel Depot |
3-4 | Yes | Fuel Refinery |
5+ | Yes | Orbiting Space Port |
Livability
- Gaia: Breathable / Temperate / Human-Miscible or Hybrid
- Good: Breathable / Temperate, Warm, Cold or Variable / Any
- Marginal: Breathable, Inert, Thin or Thick / Temperate, Warm, Cold or Variable / Any
- Hostile: Airless, Corrosive, Invasive or Burning, Frozen