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===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 GM’s 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 planet’s 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 Trader’s 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 GM’s 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 –20 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 GM’s 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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