Difference between revisions of "World Creation"
From Gulf of Fallen Stars
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{{BreadCrumbs|[[Rules]]}}{{TOC}} | {{BreadCrumbs|[[Rules]]}}{{TOC}} | ||
+ | |||
+ | == Place the Stars == | ||
+ | The standard sector map is a grid of hexagons 8 wide by 10 high, with hex templates easily acquired from the net. | ||
+ | |||
+ | '''Number of Stars:''' Roll 1d10 and add 20 to determine the total number of stars in the sector, or simply choose a number that suits. | ||
+ | |||
+ | '''Placement of Stars:''' For the first twenty or so stars, roll 1d8 and 1d10 together to determine the column and row in which to place the star. If the hex is already occupied, place it adjacent in the direction of the nearest edge. | ||
+ | |||
+ | Once you’ve placed the randomly-positioned stars, add the remainder to connect any stellar clumps or groupings. | ||
+ | |||
+ | == Generate Worlds == | ||
+ | |||
+ | == Atmosphere == | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! 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 | ||
+ | |} | ||
+ | |||
+ | {{Grid|type=begin|cols=2}} | ||
+ | '''Airless''' worlds are common as asteroids, rocky or icy planetoids, or barren worlds that have had their atmospheres burnt off by weapons or cosmic caprice. While there may be a very thin atmosphere, like Mars, whatever atmosphere exists is usually too thin to support anything other than microbial life. | ||
+ | {{Grid|type=div|cols=2}} | ||
+ | '''Breathable mix atmospheres''' can support human life without additional equipment or gengineered modification. Any world that has a human population in the millions or more almost certainly has a breathable mix atmosphere. | ||
+ | |||
+ | While the air is breathable, almost every world has its own subtle cocktail of inert gases, atmospheric contaminants, and other odoriferous ingredients. For spacers accustomed to the filtered air supply of a starship, the “new world stink” of a fresh planetfall can be maddening, as few linger long enough to get used to the smell of the local air. Attempting to explain the source of this discomfort to the locals rarely results in positive results. Some spaceport bars make a point of their air filtration and composition mixers. | ||
+ | {{Grid|type=div|cols=2}} | ||
+ | '''Corrosive atmospheres''' are dangerously hostile to conventional vacc suits and other protective gear. They steadily strip away at a suit’s vent ports, wiring connections, and other weak spots until they eventually break through and flood the suit with a toxic cocktail that usually kills a victim in seconds. | ||
+ | |||
+ | Native vacc suits are usually covered with an ablative layer or spray that can be regularly renewed, and their buildings often rely on a steadily-extruded slurry of neutralizing materials that can be constantly renewed by pores in the building surface itself. This often gives the building a drippy, half-melted look that may be more than cosmetic in the case of those structures that have failing slurry pumps. Advanced tech level 5 equipment may be able to overcome the effects, but even pretech is often taxed by the relentless rigors of this world. Vehicles and shuttles are kept in pressurized garages when not in use, and starships never land for long. | ||
+ | {{Grid|type=div|cols=2}} | ||
+ | '''Inert gas atmospheres''' aren’t hostile or poisonous, but they’re unbreathable by humans. If the planet’s climate is otherwise tolerable, the natives might be able to live and work outdoors without anything more than an air tank and face mask. Some degree of technical sophistication is going to be necessary for humanity to survive, and large supplies of oxygen are going to have to be extracted from some local source. “Air mines” might exist to replace the oxygen lost during human use, or local power plants might need to be kept running full blast in order to crack water molecules into hydrogen and oxygen. | ||
+ | {{Grid|type=div|cols=2}} | ||
+ | '''Invasive toxic atmospheres''' are composed of a substantial proportion of molecules small enough to infiltrate past the seals of most vacc suits. This infiltration doesn’t harm the suit, but the molecules have to be steadily flushed by the system’s purification sensors before they build up to a debilitating level. This causes a much faster bleed of air as breathable oxygen is jettisoned along with the infiltrating molecules. Most invasive atmospheres cut oxygen supply durations by half, at best. | ||
+ | |||
+ | Invasive atmospheres make oxygen an even more important resource than it is on inert gas worlds. Outdoor work is avoided whenever possible, as any failure of a suit’s toxin sensors or flush system can lead to death before the wearer even realizes something is wrong. Steady exposure to low levels of the toxins can also result in unfortunate effects even with a fully-functional suit. Hallucinations, chronic sickness, or worse can follow. | ||
+ | {{Grid|type=div|cols=2}} | ||
+ | '''Thick atmospheres''' can usually be breathed with the aid of a filter mask, though the mix of contaminants renders it slowly or quickly toxic to humans who attempt to breathe it straight. Separate air supplies are not necessary to supplement the blend, but any society that means to survive on such a world must have sufficient technological expertise to manufacture and maintain large numbers of filter masks. | ||
+ | |||
+ | Thick atmospheres are often at least semi-opaque, and some worlds have thick atmospheres that are completely impenetrable to ordinary light. Deep banks of permanent fog might shroud the planet, or natives might have to go about with sophisticated ultraviolet or infrared viewing equipment if they don’t wish to be blind. Some banks of gases might be impenetrable to even these viewing tools, leaving a party vulnerable to moments of complete blindness while out on the surface of the world. | ||
+ | {{Grid|type=div|cols=2}} | ||
+ | '''Thin atmospheres''' can usually be breathed with the use of a filter/compressor mask. Separate air supplies may be necessary to supplement the blend, but any society that means to survive on such a world must have sufficient technological expertise to maintain large numbers of filter/compressor masks and be able to manufacture and store compressed gas (TL2). Thin atmospheres may be more breathable in rift valleys or other deep depressions in the planet’s surface, if they exist. Temperatures tend to vary wildly on worlds with thin atmospheres, plunging to very low temperatures at night. | ||
+ | {{Grid|type=end}} | ||
=== [[Sector Rules/World Tags|World Tags]] === | === [[Sector Rules/World Tags|World Tags]] === |
Revision as of 11:05, 25 January 2020
Main > [[Rules|Rules]] |
Place the Stars
The standard sector map is a grid of hexagons 8 wide by 10 high, with hex templates easily acquired from the net.
Number of Stars: Roll 1d10 and add 20 to determine the total number of stars in the sector, or simply choose a number that suits.
Placement of Stars: For the first twenty or so stars, roll 1d8 and 1d10 together to determine the column and row in which to place the star. If the hex is already occupied, place it adjacent in the direction of the nearest edge.
Once you’ve placed the randomly-positioned stars, add the remainder to connect any stellar clumps or groupings.
Generate Worlds
Atmosphere
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 |
Airless worlds are common as asteroids, rocky or icy planetoids, or barren worlds that have had their atmospheres burnt off by weapons or cosmic caprice. While there may be a very thin atmosphere, like Mars, whatever atmosphere exists is usually too thin to support anything other than microbial life.
Breathable mix atmospheres can support human life without additional equipment or gengineered modification. Any world that has a human population in the millions or more almost certainly has a breathable mix atmosphere.
While the air is breathable, almost every world has its own subtle cocktail of inert gases, atmospheric contaminants, and other odoriferous ingredients. For spacers accustomed to the filtered air supply of a starship, the “new world stink” of a fresh planetfall can be maddening, as few linger long enough to get used to the smell of the local air. Attempting to explain the source of this discomfort to the locals rarely results in positive results. Some spaceport bars make a point of their air filtration and composition mixers.
Corrosive atmospheres are dangerously hostile to conventional vacc suits and other protective gear. They steadily strip away at a suit’s vent ports, wiring connections, and other weak spots until they eventually break through and flood the suit with a toxic cocktail that usually kills a victim in seconds.
Native vacc suits are usually covered with an ablative layer or spray that can be regularly renewed, and their buildings often rely on a steadily-extruded slurry of neutralizing materials that can be constantly renewed by pores in the building surface itself. This often gives the building a drippy, half-melted look that may be more than cosmetic in the case of those structures that have failing slurry pumps. Advanced tech level 5 equipment may be able to overcome the effects, but even pretech is often taxed by the relentless rigors of this world. Vehicles and shuttles are kept in pressurized garages when not in use, and starships never land for long.
Inert gas atmospheres aren’t hostile or poisonous, but they’re unbreathable by humans. If the planet’s climate is otherwise tolerable, the natives might be able to live and work outdoors without anything more than an air tank and face mask. Some degree of technical sophistication is going to be necessary for humanity to survive, and large supplies of oxygen are going to have to be extracted from some local source. “Air mines” might exist to replace the oxygen lost during human use, or local power plants might need to be kept running full blast in order to crack water molecules into hydrogen and oxygen.
Invasive toxic atmospheres are composed of a substantial proportion of molecules small enough to infiltrate past the seals of most vacc suits. This infiltration doesn’t harm the suit, but the molecules have to be steadily flushed by the system’s purification sensors before they build up to a debilitating level. This causes a much faster bleed of air as breathable oxygen is jettisoned along with the infiltrating molecules. Most invasive atmospheres cut oxygen supply durations by half, at best.
Invasive atmospheres make oxygen an even more important resource than it is on inert gas worlds. Outdoor work is avoided whenever possible, as any failure of a suit’s toxin sensors or flush system can lead to death before the wearer even realizes something is wrong. Steady exposure to low levels of the toxins can also result in unfortunate effects even with a fully-functional suit. Hallucinations, chronic sickness, or worse can follow.
Thick atmospheres can usually be breathed with the aid of a filter mask, though the mix of contaminants renders it slowly or quickly toxic to humans who attempt to breathe it straight. Separate air supplies are not necessary to supplement the blend, but any society that means to survive on such a world must have sufficient technological expertise to manufacture and maintain large numbers of filter masks.
Thick atmospheres are often at least semi-opaque, and some worlds have thick atmospheres that are completely impenetrable to ordinary light. Deep banks of permanent fog might shroud the planet, or natives might have to go about with sophisticated ultraviolet or infrared viewing equipment if they don’t wish to be blind. Some banks of gases might be impenetrable to even these viewing tools, leaving a party vulnerable to moments of complete blindness while out on the surface of the world.
Thin atmospheres can usually be breathed with the use of a filter/compressor mask. Separate air supplies may be necessary to supplement the blend, but any society that means to survive on such a world must have sufficient technological expertise to maintain large numbers of filter/compressor masks and be able to manufacture and store compressed gas (TL2). Thin atmospheres may be more breathable in rift valleys or other deep depressions in the planet’s surface, if they exist. Temperatures tend to vary wildly on worlds with thin atmospheres, plunging to very low temperatures at night.
World 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