Difference between revisions of "World Creation"
From Gulf of Fallen Stars
(→Tags) |
|||
| Line 1: | Line 1: | ||
| + | {{BreadCrumbs|[[Rules]]}}{{TOC}} | ||
| + | |||
=== Tags === | === Tags === | ||
Roll 2 Generic Tags | Roll 2 Generic Tags | ||
Revision as of 11:16, 11 February 2020
| Main > [[Rules|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
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 |