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== Environment and Riches == ===Territories=== ====Base Terrains==== {| class="wikitable" |+ Territory Number Modifiers ! Planetary Details ! Territories |- ! colspan="2" |Base rolls |- !Hostile |N/A |- !Inhospitable |0 |- ! Trapped Water |D2 |- !Lifeless Oceans |D3 |- !Extremophiles |D3 |- !Standard Life |D6 |- ! colspan="2" |Size-based modifiers |- !Body: Small | -3 |- !Body: Large | -1 |- ! Body: Vast | +2 |- !(n+1) Landmasses | +Dn |- ! colspan="2" |Ecosystem modifiers |- !Ecosystem: Minimal | +0 |- !Ecosystem: Thriving | +2 |- !Ecosystem: Abundant | +3 |} A world which is Hostile never has territories. One which is Inhospitable does not usually have territories, but may have them if modifiers add some. {| class="wikitable" |+ Territory Type Modifiers ! Planetary Details ! Roll Modifier |- !Base roll !D6 |- ! colspan="2" |Modifiers |- !Inhospitable | -2 |- !Minimal/Thriving Extremophiles | -2 |- ! Trapped Water | -1 |- !Lifeless Oceans | +0 |- !Minimal/Thriving Ecosystem | +1 |- !Abundant Ecosystem | +2 |} {| class="wikitable" |+ style="white-space: nowrap;" | Base Terrain Type; D6 + modifiers !Roll !Base Terrain |- !less |Hybrid Terrain |- !0 |Wasteland |- !1 |Mountain |- !2 |Wasteland |- !3 |Mountain |- !4 |Plains |- !5 |Swamp |- !6 |Waterways |- !7 |Forest |- !more |Hybrid Terrain |} '''Hybrid Terrain''': Roll twice; the territory is a mix of the two types rolled. (Reroll results of ''Hybrid Terrain''.) IfΒ you roll two of the same terrain, the terrain is that single type, but has the Unusual Location trait and rolls for twice as many further traits as normal. Rather than double the number of traits, you may instead use the normal number of traits but select/roll up to half its traits from a different terrain type. '''Wasteland''': Frozen tundra, scorching sands, or many other things in between. Defined by being inimical to life, even native life. Wastelands are frequently found in regions of extreme heat or cold. You may add an additional copy of the Extreme Temperature trait after generating traits randomly. '''Mountain Range''': a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation. '''Plains''': grasslands, savannahs, stony plateaus, or other wide, flat expanses of land. Usually support some life, and sometimes a great deal of it. '''Swamp''': Abundance of water, not dangerous in itself but often hosting deadly disease and toxic creatures '''Waterways''': Whether large river, inland sea, or particularly interesting patch of ocean, this territory is all water. '''Forest''': an abundance of large-scale flora, and usually many other species, especially when tropical. Usually, but not always, trees. ====Terrain Traits==== For each territory, roll 2D3-1 to determine number of traits, then roll D100 on the table for the territory's base terrain type to select a trait. Reroll traits incompatible with previously-rolled traits. If the terrain is a hybrid, either divide the rolls evenly between its two base types, or make each roll normally but pick which table's result to use based on whatever criteria you wish. (Most traits can be applied more than once, intensifying the effect.) {| class="wikitable" |+ Territory Traits ! colspan="2" | Wastelands ! colspan="2" | Mountains ! colspan="2" | Plains ! colspan="2" | Forests ! colspan="2" | Swamps ! colspan="2" | Waterways |- !1d100 ! style="white-space: nowrap;" |Roll Territory Trait !1d100 !Roll Territory Trait !1d100 ! style="white-space: nowrap;" |Roll Territory Trait !1d100 ! style="white-space: nowrap;" |Roll Territory Trait !1d100 ! style="white-space: nowrap;" |Roll Territory Trait !1d100 ! style="white-space: nowrap;" |Roll Territory Trait |- !01β20 |Desolate !01β25 |Boundary !01β10 |Broken Ground !01β05 |Exotic Nature !01β10 |Expansive !01β15 |Expansive |- !21β40 |Expansive !26β50 |Expansive !11β30 |Expansive !06β25 |Expansive !11β30 |Extreme Temperature !16β35 |Fertile |- !41β70 |Extreme Temperature !51β65 |Extreme Temperature !31β45 |Extreme Temperature !26β40 |Extreme Temperature !31β45 |Notable Species !36β60 |Notable Species |- !71β75 |Notable Species !66β75 |Foothills !46β70 |Fertile !41β65 |Notable Species !46β65 |Stagnant !61β70 |Shoreline |- !76β80 |Ruined !76β85 |Notable Species !71β85 |Notable Species !66β80 |Unique Compound !66β75 |Unusual Location !71β80 |Stagnant |- !81β95 |Unusual Location !86β95 |Unusual Location !86β95 |Unusual Location !81β95 |Unusual Location !76β95 |Virulent !81β95 |Unique Compound |- !96β00 |Roll again twice and apply both results !96β00 |Roll again twice and apply both results !96β00 |Roll again twice and apply both results !96β00 |Roll again twice and apply both results !96β00 |Roll again twice and apply both results !96β00 |Roll again twice and apply both results |} '''Boundary''': Boundary mountains are very difficult to cross. They bisect a continent, separate two other Territories, or bisect a single other Territory into two almost-unconnected pieces. Passage across the boundary will be via a small handful of traversable passes - or they may have no passes and only traversable by air or around the ends. '''Broken Ground''': This Territory has only the semblance of even ground. Its apparently flat expanses are actually riven with small fissures, which could be a relic of tectonic activity or simply a side effect of local burrowing creatures. These fissures may be created in the past and currently static, or active and unstable. Crossing this Territory on the ground is often disastrous; double all travel times and expect to encounter sinkholes. '''Desolate''': This territory is harsh and unforgiving, even by the standards of Wastelands. It has no oases, natural springs, or other potential sources of life or easier conditions. Survival is even harder than in a usual wasteland, and it is impossible to find water here. '''Exotic Nature''': Rather than trees, vines, or other true plants, this forest is made of something much stranger. This might be groves of living crystal, spires of chitin or bone, or mounds of dormant, oozing flesh. The only constant is that the pseudo-flora are ''growing'', either alive or as if alive, and that the pseudo-plants do not possess minds, even at an animal-intelligence level. (An unusual species/pseudo-species within the forest may possess minds, just as an unusual plant species may possess minds. But the varieties which make up the bulk of the forest do not.) '''Expansive''': The boundaries of this Territory are greatly extended beyond a typical example of its type. Typically it is at least 150% the size of other territories on the world. If there are several continents, this territory will typically take up most or all of a continent. (If it is a Waterways territory, it is a large sea or a true ocean.) '''Extreme Temperature''': Extreme heat or cold pervades this Territory. If the Planet already has an inclination towards one extreme, this territory is even worse in that regard, more extreme by 20Β° to 40Β° C. Alternately, a Territory can provide an extreme temperature opposite the one common on the rest of the Planet, such as a range of volcanoes on an ice world, making the local temperature more moderate by 10Β° to 20Β° C. If the planet is broadly moderate in temperature, this region is extreme in the direction of your choice, generally with an average temperature of 50Β°/-30Β° C (hot/cold, respectively). Multiple instances of this trait stack and create progressively larger shifts in temperature; a forest on a temperate world with 3x Extreme Temperature(Hot) will have an average temperature in the 150Β° to 180Β° C. If this creates absurd results, e.g. a forest where the average day is 300Β° C and would boil the sap from the trees, reroll the trait. '''Fertile''': This plain or waterway is rich with nutrients and excellent for life. Local flora thrive her and are particularly abundant and vigorous. An area like this is likely to be a primary source of an Organic Compound Resource, if the planet has some, and it also often makes for a useful agricultural outpost. '''Foothills''': Most of the peaks in this mountain range are dwarfed by a single larger example, towering above the rest. This is a very useful aid to navigation and is usually high enough in elevation to provide an excellent location for surface-to-orbit transport facilities. '''Notable Species''': One of the Planetβs more noteworthy native species is found only in this Territory. Generate a new species for this purpose, using the species generation tables below. This sometimes instead indicates the presence of an unusual local ''variation'' of a more widespread species, dramatically different from other specimens in coloration, temperament, or physique. Often these have special adaptations to better exploit the Territory in which they live. This species is likely to be a source of an Organic Compound Resource if the planet has some. '''Ruined''': This wasteland was created not by nature, but by conflict. It may be a scar of fused glass from an orbital lance strike, the shattered shells of an ancient barrage, or in the worst cases the spilled energies of the Warp and the footsteps of Daemons. Terror and ruinous taint are constant companions when exploring Ruined territories. '''Shoreline''': This territory is along the coast of an ocean or sea, and borders another territory on the planet. It may divide up that territory or separate it from another land territory, much like a boundary mountain range. '''Stagnant''': This swamp or waterway houses little in the way of life, and even less in activity. There is little or no flow to its waters, and what life exists is largely microscopic, hidden, and sessile. It is a silent, still place, ill-suited to vigorous activity and difficult to traverse and map. If it a waterway, it is a lake or inland sea without meaningful inflow or outflow, and it will have large buildups of impurities making it inimical to life. '''Unique Compound''': A strain of local flora that can only be found in this forest or waterway contains a substance of great value. The Planet has an additional Organic Compound Resource, provided by these plants. Its exact nature and Abundance are generated normally. '''Unusual Location''': In most cases, Territories are located where local conditions would be most likely to create the relevant base terrain. This is the exception, whether it is a forest in a frozen polar region, or a wasteland surrounded by verdant fields. This Territory exists where it does not belong and perhaps where it ''should not be''. '''Virulent''': The marshy pools here are foul cauldrons of plague worthy of Nurgle's favor. The adaptations this spurs in the local wildlife make them just as bad, or worse. Merely camping within it requires constant vigilance to remain healthy, drinking the water without thorough treatment can inflict a variety of maladies, and all wounds risk immediate infection, sepsis, and/or necrosis. ===Reasons to Investigate=== ====Resources==== {| class="wikitable" style="text-align: center" |+ Resource Prevalence (Minimums are 0) !Planet Size !Mineral Resources !Other Resources |- !Small |D3-1 |D3-1 |- !Large |D6 |D6-2 |- !Vast |D10 |D6-1 |} <br /> {| class="wikitable" |+ Resource Type; D10 ! colspan="2" |Roll ! rowspan="2" |Resource Type |- !Life !No Life |- !1-2 !1-3 |Archeotech Cache |- !3-4 !4-6 |Xenos Ruins |- !5-8 !7-10 |Minerals |- !9-10 ! |Organic Compound |} '''Abundance''': Every resource present has an Abundance rating from 01-100 (or occasionally higher). Starting Abundance is generated with a D100 roll. Exploiting the resource gradually lowers the abundance rating as you scoop up the valuables and sell them off elsewhere. {| class="wikitable" |+ Abundance Rating in Words; D100 !Roll !Meaning |- !<1-15 |'''Minimal:''' Not enough to support an ongoing extraction project. |- !16-40 |'''Limited:''' Enough to support a small-scale extraction for a few years. |- !41-65 |'''Sustainable:''' Extensive reserves, a small operation could sustain itself on this. |- !66-85 |'''Significant:''' Easily accessible and plentiful, good for a sustainable small colony or an aggressive extraction rig. |- !86-98 |'''Major:''' Vast potential, both short- and long-term. Startup costs to make good use of it will be high and competitors will be tempted to cut in. |- !99+ |'''Plentiful:''' It would take at least a decade to exhaust this even with the most aggressive extraction operation the Imperium could mount. |} ''Archeotech Cache'': This planet has a number of isolated pockets of valuable archeotech, each with one or a handful of examples. Archeotech voidship components count for 10 Abundance, man-portable examples count for 2-3 each. This is rarely if ever one big vault of lost technology. ''Minerals'': Inorganic valuables, whether industrial material like iron, copper, or lead - all with enormous supply but even more enormous demand, primarily for the Imperial war machine -, ornamental like gold and gemstones for the nobility or to decorate the glorious state and church of the Emperor, radioactives for obscure purposes within the Adeptus Mechanicus, or exotic materials like the raw materials needed for manufacture of adamantium, ceramite, and promethium or unique ornamentals. {| class="wikitable" |+ Mineral Type; D10 !Roll !Mineral Subtype |- !1-4 |Industrial Metal |- !5-7 |Ornamental |- !8-9 |Radioactive |- !10 |Exotic Material |} ''Organic Compound'': Found only where there is life, these have even more varied uses than minerals. The most common are substances which can be prepared into medical uses, either for curatives or for juvenat treatments; toxins which can be sold to aspiring poisoners; and vivid ornamental substances from feathers to dyes to horn, bone, or leather, sharing that it is rare enough and recognizable enough to serve nobility's taste for conspicuous consumption and exotic fashions. More exotic substances, from novel combat drugs to singing flowers or trunks made from still-living wood, are also possible. {| class="wikitable" |+ Organic Compound Type; D10 !Roll !Organics Subtype |- !1-2 |Curative |- !3-4 |Juvenat Compound |- !5-6 |Toxic |- !7-9 |Vivid Accessory |- !10 |Exotic Compound |} ''Xenos Ruins'': The difficulty in finding things of value for the contents of Xenos ruins is primarily finding artifacts - most often art objects or things of archaeological interest, technology is rare - which have not decayed over time. Some races, such as the Yu'Vath and Necrons, leave relics which do not decay, but most of these still have active or passive defenses which make extracting valuables dangerous. Necron ruins attack the body, usually via Canoptek drones, while Yu'Vath leavings attack the mind, with passive fields of the Immaterium driving those within the ruins to terror or even lasting insanity. ====Landmarks and Encounter Sites==== To Be Improved {| class="wikitable" |+ Landmarks; D100 !Roll !Meaning |- !01-20 |Canyon |- !21-35 |Cave Network |- !36-45 |Crater |- !46-65 |Mountain |- !66-75 |Volcano |- !76-100 |Exceptional Landmark |} =====Common Landmarks===== '''Canyon''' Canyon Landmarks usually take the form of a vast trench, carved into the soil or bedrock. Sometimes they represent a network of smaller canyons, or retain the imprint of whatever force shaped their course. The largest and deepest canyons extend through the crust of a planet, so that their roots are filled with seething magma. Major canyon networks are often used to assist mining operations in the surrounding area by providing easier access to buried minerals. '''Cave Network ''' Extensive ranges of tunnels and caves can be found beneath the surface of many worlds. Systems of this sort that also connect to the lands above can represent an unusual form of Landmark. In some cases, a single cavern of immense proportions can be a Landmark instead, but it is rare for a natural cavern to remain stable at such a size. Landmarks of this sort cannot normally be used as a reference point for Navigation (Surface) Tests. At the GMβs discretion, it might be possible for Explorers to follow their course with a scanner or similar technology, and gain the navigational benefits through the device. '''Crater''' In most cases, a Crater Landmark represents the impact point of an object originating beyond the planet, usually a meteor. Some craters show signs of being formed from a long- ago barrage by orbital weaponry, instead. This type of Landmark can also represent a large depression in the planetβs surface formed by a more local source, such as a valley shaped by tectonic forces. '''Mountain''' Whether solitary or part of an extended range, Mountain Landmarks are among the most impressive sights on any world that features them. These towering peaks can extend to twenty kilometres in height, or more. More than one Rogue Trader has set the seat of their authority on a colonised world, atop the highest mountain that could be found. Such fortresses offer unparalleled protection from ground attack, as well as making excellent locations for surface-based defence lasers and similar weapons. The awe-inspiring view can prove a valuable reminder of the Rogue Traderβs power to visitors, as well. The vast size and rigid definition of Mountain Landmarks makes them the ideal visual cue. Using Mountains to as reference grants an additional +10 bonus to Navigate (Surface) Tests. '''Volcano''' Volcanoes can take a wide variety of forms, varying in size and shape based on the conditions that formed them. Those with a sufficient presence to qualify as a Landmark are generally huge fire-mountains, or occasionally an extensive series of volcanic vents. In any form, they are as notable for the haze of superheated air and occasional cloud of spewed ash as for their size. Outright eruptions are rare, but utterly catastrophic when they occur. Treat an extinct volcano as a Mountain Landmark. =====Exceptional Landmarks===== '''Glacier''' These Landmarks are often found on ice worlds, or near the polar regions of worlds with an abundant supply of water. These huge, frozen mountains are usually formed of ice, although the range of substances that they could contain is greatly expanded on the coldest worlds. Glaciers are only found on Planets with a Climate result of Ice World, or a Habitability result of Trapped Water or higher. '''Inland Sea''' The lakes of some worlds are so big as to stretch the definition of the word, demanding a more appropriate term to describe their expansiveness. Such features are common on worlds with an undivided landmass, although they can potentially be found wherever there is a continent large enough to surround one. Any sufficiently large, land-locked body of water can be an Inland Sea Landmark. Inland Seas are normally only be found on Planets with a Habitability result of Liquid Water, Limited Ecosystem, or Verdant. At the GMβs discretion, a frozen version can be found on Planets with a Habitability result of Trapped Water. The Landmark also represents phenomena like reservoirs of fluid chemicals such as quicksilver, which can be found on a Planet without any water. '''Perpetual Storm''' Unusual atmospheric conditions can result in persistent or even wholly stable weather patterns in a limited area. The affected region might constantly be overshadowed by banks of thunderheads, riven by lightning, or simply blown about in a constantly circulating wind. Such effects are usually dangerous to anyone caught without shelter, although rare benign cases have been discovered. Drive and Pilot Tests to pass through a Perpetual Storm suffer a β20 penalty. Storms with harmful effects such as electrical discharges or corrosive precipitation typically inflict 1d10+3 Energy Damage for every half hour of exposure, although examples exist that are either more or less dangerous. Perpetual Storms are only found on Planets with an Atmosphere result of Moderate or Heavy. '''Reef''' Oceanic reefs are typically too limited in size or spread to qualify as a Landmark, but some worlds house notable exceptions. In some cases, these vast formations are created by thousands of generations of native aquatic life, while others represent eroded tracts of coastline, or even sunken continents. Reefs are often spread out over a wider area than other Landmarks, making up what they lack in height through an impressive amount of coverage. Reefs can only be found on Planets with a Habitability result of Liquid Water, Limited Ecosystem, or Verdant. At the GMβs discretion, the remnants of a Reef can be found on a Planet without water, indicating the presence of ancient oceans on a Planet where they no longer exist. The largest of these extinct reefs provide an additional Navigation bonus, in the same manner as a Mountain. '''Whirlpool''' Certain tidal forces can create a vortex in the oceans of a world that churns and seethes without end. They are usually lethal to any efforts at nautical travel in its vicinity, but even the land is not be wholly safe from its influence. Whirlpools that lie near a shoreline sometimes exacerbate issues with local tectonics, causing tremors or earthquakes, and eventually tearing the entire coast apart. Whirlpools can only be found on Planets with a Habitability result of Liquid Water, Limited Ecosystem, or Verdant. In addition, they are rarely found on Planets without at least two Orbital Features influencing the tides.
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