Actions

Difference between revisions of "World Creation"

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Roll 1 Trade Tag
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<br>Roll 1 Trade Tag
 
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{{#cargo_query:
 
tables=WorldTags
 
tables=WorldTags

Revision as of 11:11, 11 February 2020

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

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

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 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

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

Living Standard

To determine the living standard of a world, the GM should roll 2d6 and consult the following table.

-1 Modifier: if World Tag is Civil War, Feral World, Out of Contact, Peaceful, Recovering, Tomb World,
-1 Modifier: if TL is 1 or below,
+1 Modifier: if World Tag is Cold War, Exchange Consulate, Heavy Industry, Hostile Space, Major Shipyard, Perimeter Agency, Progressive, Regional Hegemon, Trade Hub

2d6 Living Standard
3- Slum
4-6 Poor
7-10 Common
11+ Good