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====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.
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