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Difference between revisions of "World Creation"

From Gulf of Fallen Stars

(Generate Worlds)
(Generate Worlds)
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== Generate Worlds ==
 
== Generate Worlds ==
 +
To determine the Atmosphere type, roll 2d6 and consult the table below.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|}
 
|}
  
 +
Temperature can be determined by rolling 2d6 and consulting the appropriate column for the atmosphere type of the world.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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| 11 || Temp-Warm || Warm|| Warm|| Temp-Warm|| Temp-Warm
 
| 11 || Temp-Warm || Warm|| Warm|| Temp-Warm|| Temp-Warm
 
|-
 
|-
| 12 || Temp-Warm|| Warm|| Warm|| Temp-Warm|| Temp-Warm
+
| 12 || Temp-Warm|| Burning|| Warm|| Temp-Warm|| Burning
 
|}
 
|}
 +
 +
Biosphere is determined by rolling 2d6 and consulting the appropriate column for the atmosphere type of the world.
 +
{| class="wikitable"
 +
|-
 +
! 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|| Miscible|| Microbial|| Microbial|| None|| Microbial
 +
|-
 +
| 7|| Miscible|| Miscible || Miscible|| None|| Microbial
 +
|-
 +
| 8|| 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 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
 +
 +
{| class="wikitable"
 +
|-
 +
! 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
 +
|}
 +
 +
Roll 2d6 and consult the table below based on the type of population on the world.
 +
 +
{| class="wikitable"
 +
|-
 +
! 2d6 !! Remnant !! Outpost !! 10 Thousand !! 100 Thousand !! Millins !! 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
 +
|}
 +
 +
=== Tags ===
 +
Roll 2 Generic Tags
 +
 +
{{#cargo_query:
 +
tables=WorldTags
 +
|fields=CONCAT('[http://dicemonger.com/gulf/index.php/Sector_Rules/WorldTag?tag=', LinkName ,' ', Name ,']')
 +
|order by=Name ASC
 +
|limit=300
 +
|format=ol
 +
|columns=4}}
 +
 +
Roll 1 Trade Tag
 +
{{#cargo_query:
 +
tables=WorldTags
 +
|fields=CONCAT('[http://dicemonger.com/gulf/index.php/Sector_Rules/WorldTag?tag=', LinkName ,' ', Name ,']')
 +
|where=TagType LIKE "%Trade%"
 +
|order by=Name ASC
 +
|format=ol
 +
|columns=4}}
  
 
== Atmosphere ==
 
== Atmosphere ==

Revision as of 11:35, 25 January 2020

Main > [[Rules|Rules]] > World Creation

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

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 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 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 Miscible Microbial Microbial None Microbial
7 Miscible Miscible Miscible None Microbial
8 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 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

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

Roll 2d6 and consult the table below based on the type of population on the world.

2d6 Remnant Outpost 10 Thousand 100 Thousand Millins 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

Tags

Roll 2 Generic Tags

  1. Abandoned Colony
  2. Alien
  3. Alien Ruins
  4. Alpine World
  5. Altered Humanity
  6. Anarchists
  7. Anthropomorphs
  8. Arctic World
  9. Area 51
  10. Artistic
  11. Atropus
  12. Badlands World
  13. Battleground
  14. Beastmasters
  15. Bubble Cities
  16. Cheap Life
  17. Civil War
  18. Closed
  19. Cold War
  20. Colonized Population
  21. Communist
  22. Cultural Power
  23. Cybercommunists
  24. Cyborgs
  25. Cyclical Doom
  26. Deceptive
  27. Derelict Battlemoon
  28. Desert World
  29. Disorganized
  30. Divine Pantheon
  31. Doomed World
  32. Dying
  33. Dying Race
  34. Eugenic Cult
  35. Exchange Consulate
  36. Fallen Hegemon
  37. Fashion
  38. Feral World
  39. Flying Cities
  40. Forbidden Tech
  41. Former Warriors
  42. Fractious
  43. Freak Geology
  44. Freak Weather
  45. Friendly Foe
  46. Fusion
  47. Gold Rush
  48. Great Work
  49. Hatred
  50. Haunted
  51. Heavy Industry
  52. Heavy Mining
  53. Hivemind
  54. Holy War
  55. Honorable
  56. Hostile Biosphere
  57. Hostile Space
  58. Immortals
  59. Jungle World
  60. Kleptocratic
  61. Laissez Faire
  62. Liberal
  63. Local Specialty
  64. Local Tech
  65. Major Spaceyard
  66. Mandarinate
  67. Mandate Base
  68. Maneaters
  69. Megacorps
  70. Mercenaries
  71. Military
  72. Minimal Contact
  73. Misandry
  74. Misogyny
  75. Moon Colony
  76. Nanites
  77. Night World
  78. Nomads
  79. Obsessed
  80. Oceanic World
  81. Opened
  82. Out of Contact
  83. Outpost World
  84. Panopticon
  85. Peaceful
  86. Perimeter Agency
  87. Pilgrimage Site
  88. Pleasure World
  89. Police State
  90. Post-Scarcity
  91. Preceptor Archive
  92. Pretech Cultists
  93. Primitive
  94. Primitive Aliens
  95. Prison Planet
  96. Progressive
  97. Psionics Academy
  98. Psionics Fear
  99. Psionics Worship
  100. Quarantined World
  101. Radioactive World
  102. Recovering
  103. Refugees
  104. Regional Hegemon
  105. Restricted
  106. Restrictive Laws
  107. Revanchists
  108. Revolutionaries
  109. Rigid Culture
  110. Ringworld
  111. Rising Hegemon
  112. Ritual Combat
  113. Robots
  114. Scarcity
  115. Seagoing Cities
  116. Sealed Menace
  117. Secret Masters
  118. Secret Trade
  119. Sectarians
  120. Seismic Instability
  121. Shackled World
  122. Societal Despair
  123. Sole Supplier
  124. Sophisticated
  125. Taboo
  126. Taboo Treasure
  127. Terraform Failure
  128. Theocracy
  129. Thriving
  130. Tomb World
  131. Tourist Attraction
  132. Trade Hub
  133. Tribute
  134. Tyranny
  135. Unbraked AI
  136. Unusual Custom
  137. Urbanized Surface
  138. Usurped
  139. Utopia
  140. Vendor
  141. Violent
  142. Warlords
  143. Xenophiles
  144. Xenophobes
  145. Zombies

Roll 1 Trade Tag

Error: operator for the virtual field 'WorldTags.TagType' must be 'HOLDS', 'HOLDS NOT', 'HOLDS LIKE' or 'HOLDS NOT LIKE'.

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

  1. Abandoned Colony
  2. Alien
  3. Alien Ruins
  4. Alpine World
  5. Altered Humanity
  6. Anarchists
  7. Anthropomorphs
  8. Arctic World
  9. Area 51
  10. Artistic
  11. Atropus
  12. Badlands World
  13. Battleground
  14. Beastmasters
  15. Bubble Cities
  16. Cheap Life
  17. Civil War
  18. Closed
  19. Cold War
  20. Colonized Population
  21. Communist
  22. Cultural Power
  23. Cybercommunists
  24. Cyborgs
  25. Cyclical Doom
  26. Deceptive
  27. Derelict Battlemoon
  28. Desert World
  29. Disorganized
  30. Divine Pantheon
  31. Doomed World
  32. Dying
  33. Dying Race
  34. Eugenic Cult
  35. Exchange Consulate
  36. Fallen Hegemon
  37. Fashion
  38. Feral World
  39. Flying Cities
  40. Forbidden Tech
  41. Former Warriors
  42. Fractious
  43. Freak Geology
  44. Freak Weather
  45. Friendly Foe
  46. Fusion
  47. Gold Rush
  48. Great Work
  49. Hatred
  50. Haunted
  51. Heavy Industry
  52. Heavy Mining
  53. Hivemind
  54. Holy War
  55. Honorable
  56. Hostile Biosphere
  57. Hostile Space
  58. Immortals
  59. Jungle World
  60. Kleptocratic
  61. Laissez Faire
  62. Liberal
  63. Local Specialty
  64. Local Tech
  65. Major Spaceyard
  66. Mandarinate
  67. Mandate Base
  68. Maneaters
  69. Megacorps
  70. Mercenaries
  71. Military
  72. Minimal Contact
  73. Misandry
  74. Misogyny
  75. Moon Colony
  76. Nanites
  77. Night World
  78. Nomads
  79. Obsessed
  80. Oceanic World
  81. Opened
  82. Out of Contact
  83. Outpost World
  84. Panopticon
  85. Peaceful
  86. Perimeter Agency
  87. Pilgrimage Site
  88. Pleasure World
  89. Police State
  90. Post-Scarcity
  91. Preceptor Archive
  92. Pretech Cultists
  93. Primitive
  94. Primitive Aliens
  95. Prison Planet
  96. Progressive
  97. Psionics Academy
  98. Psionics Fear
  99. Psionics Worship
  100. Quarantined World
  101. Radioactive World
  102. Recovering
  103. Refugees
  104. Regional Hegemon
  105. Restricted
  106. Restrictive Laws
  107. Revanchists
  108. Revolutionaries
  109. Rigid Culture
  110. Ringworld
  111. Rising Hegemon
  112. Ritual Combat
  113. Robots
  114. Scarcity
  115. Seagoing Cities
  116. Sealed Menace
  117. Secret Masters
  118. Secret Trade
  119. Sectarians
  120. Seismic Instability
  121. Shackled World
  122. Societal Despair
  123. Sole Supplier
  124. Sophisticated
  125. Taboo
  126. Taboo Treasure
  127. Terraform Failure
  128. Theocracy
  129. Thriving
  130. Tomb World
  131. Tourist Attraction
  132. Trade Hub
  133. Tribute
  134. Tyranny
  135. Unbraked AI
  136. Unusual Custom
  137. Urbanized Surface
  138. Usurped
  139. Utopia
  140. Vendor
  141. Violent
  142. Warlords
  143. Xenophiles
  144. Xenophobes
  145. Zombies

World Tags: Politics

Error: operator for the virtual field 'WorldTags.TagType' must be 'HOLDS', 'HOLDS NOT', 'HOLDS LIKE' or 'HOLDS NOT LIKE'.

World Tags: Trade

Error: operator for the virtual field 'WorldTags.TagType' must be 'HOLDS', 'HOLDS NOT', 'HOLDS LIKE' or 'HOLDS NOT LIKE'.

World Tags: Type

Error: operator for the virtual field 'WorldTags.TagType' must be 'HOLDS', 'HOLDS NOT', 'HOLDS LIKE' or 'HOLDS NOT LIKE'.

World Tags: No Population

Error: operator for the virtual field 'WorldTags.TagType' must be 'HOLDS', 'HOLDS NOT', 'HOLDS LIKE' or 'HOLDS NOT LIKE'.