System generator: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Auroch
mNo edit summary
1d4chan>Auroch
Line 77: Line 77:


Roll for star strength and size, which then determines how much stuff is in each of the three Solar Zones; ''Inner Cauldron'', ''Main Biosphere'', and ''Outer Reaches''
Roll for star strength and size, which then determines how much stuff is in each of the three Solar Zones; ''Inner Cauldron'', ''Main Biosphere'', and ''Outer Reaches''
{| class="wikitable"
|+
Star Properties; D10
!'''Roll'''
!Meaning
|-
|'''1'''
|'''Mighty:''' Blazing, overpowering blue or blue-white light. Strong Inner Cauldron, weak Main Biosphere.
|-
|'''2-4'''
|'''Vigorous:''' Steady white light. All zones normal.
|-
|'''5-7'''
|'''Luminous:''' Well past its peak brightness, but steady yellow or yellow-orange. Weak Inner Cauldron.
|-
|'''8'''
|'''Dull:''' This star will live for millennia more, but it is unmistakably dying. It is large but dim, usually red. Strong Outer Reaches.
|-
|'''9'''
|'''Anomalous:''' Dis's fuckin weird. It may be bilious green, nearly-invisible purple, or just about anything else. Make any one zone strong or weak.
|-
|'''10'''
|'''Binary:''' Two stars. Roll D10; ''1-7'': the stars match; reroll once. ''8-10'': they're different; roll once for each. Reroll 9s and 10s, but if the stars match a 10 can mean it's a three-star system. Star characteristics are set by the appropriate roll; zone strength is set by the lowest roll, subtracting 1  for each extra star, min 1.
|}
{| class="wikitable"
|+
Zone Crowdedness
!'''Zone Strength'''
!# of System Element rolls
|-
|'''Weak'''
|1d6-3, min 1
|-
|'''Normal'''
|1d6-1, min 1
|-
|'''Strong'''
|1d6+1, min 3
|}


== System Elements ==
== System Elements ==

Revision as of 02:54, 11 March 2020

Shamelessly pirated from the Rogue Trader (RPG) sourcebook Stars of Inequity, the tables for randomly generating a Star System a pioneering Exploratory Fleet might discover.

System Features

System Features; make D6-3 rolls (min 1)
D10 Feature Effects
1 Bountiful Lots of mineral wealth. Choose one to all of:
  • Add one extra Asteroid Belt/Cluster
  • Increase minerals available on asteroid belts/clusters by 1d10-5 rolls
  • Increase minerals available on planets by 1 roll
  • Each planet has a 40% chance to have extra 'Exotic Resources' available
2 Gravity Tides Treacherous skies. Choose one:
  • Add 1d5 Gravity Riptides
  • Maintaining a stable orbit around the planets in this system requires a skilled pilot.
  • Interplanetary travel in this system is made at double speed
3 Haven Peaceful system of garden worlds. Choose one:
  • Add one Planet to each of the three Solar Zones
  • Add +1 to Atmosphere Presence rolls and +2 on Atmosphere Composition rolls for Planets in the Biosphere zone
  • Add +2 to Habitability rolls for Planets in all zones
4 Ill-Omened Cursed, either in fact or in legend. Crew morale will suffer just by arriving and will stay fragile until you leave.
5 Pirate Den A wretched hive of scum and villainy. You must be cautious. D6+4 ships are present, including a beefy flagship, and 50% chance of a space station base.
6 Ruined Empire A Xenos or Dark Age civilization once lived here. Choose one:
  • D6-2 Planets gain a Xenos Ruins Resource. Increase Abundance of each by D10+5 (out of 100)
  • D6-2 Planets gain an Archaeotech Resource. Increase Abundance of each by D10+5 (out of 100)

In either case, this affects a minimum of 1 Planet and if there are more Resource deposits than planets the remainder are Derelict Stations or Starship Graveyards.

7 Starfarers There are several planets and a civilization (human or xeno) which spans them. Minimum 4 Planets in the system; add more wherever if it falls short. The native civilization inhabits D6+3 Features, planets first. Any planet with a native civilization has this one, with Development level Voidfarers, Colony, or Orbital Hab, with at least one Voidfarers in the system.
8 Stellar Anomaly Some star systems don't fall into the neat "planets orbit star, stars orbit galactic center" bucket. This is one; there's some fuckhueg negative space wedgie affecting the local gravity. Remove any 2 Planets generated in the system as they or their orbits are destabilized. Navigating within and through this system is easier since these wedgies are used as Navigator's landmarks. Local Warpspace is also calmer, but sudden reversion to realspace is more dangerous with a high chance of Gravity Riptide, Solar Flare (even if not near a star), or Radiation Burst.
9 Warp Stasis A calm Warp isn't always good; sometimes it becomes "becalmed in the Warp". Double the base time for any trip entering or leaving this system and the time to send or receive an Astropathic message. It may also be harder to use psychic powers of any kind in the system.
10 Warp Turbulence This isn't a true Warp Storm, but that may not be much consolation. All Warp jumps into or out of this System are more difficult. Some of the following may also be true:
  • One planet in the System is the center of a very small Warp Storm, making it inaccessible and the rest of the system even more difficult to navigate.
  • Psychic powers have stronger effects than usual here
  • Psychic powers are easier than usual to manifest here
  • Perils of the Warp and the corruptive influence of the Warp are stronger here

Star And Solar Zones

Roll for star strength and size, which then determines how much stuff is in each of the three Solar Zones; Inner Cauldron, Main Biosphere, and Outer Reaches

Star Properties; D10
Roll Meaning
1 Mighty: Blazing, overpowering blue or blue-white light. Strong Inner Cauldron, weak Main Biosphere.
2-4 Vigorous: Steady white light. All zones normal.
5-7 Luminous: Well past its peak brightness, but steady yellow or yellow-orange. Weak Inner Cauldron.
8 Dull: This star will live for millennia more, but it is unmistakably dying. It is large but dim, usually red. Strong Outer Reaches.
9 Anomalous: Dis's fuckin weird. It may be bilious green, nearly-invisible purple, or just about anything else. Make any one zone strong or weak.
10 Binary: Two stars. Roll D10; 1-7: the stars match; reroll once. 8-10: they're different; roll once for each. Reroll 9s and 10s, but if the stars match a 10 can mean it's a three-star system. Star characteristics are set by the appropriate roll; zone strength is set by the lowest roll, subtracting 1 for each extra star, min 1.
Zone Crowdedness
Zone Strength # of System Element rolls
Weak 1d6-3, min 1
Normal 1d6-1, min 1
Strong 1d6+1, min 3

System Elements

Planet Creation

TODO; until then, Planet generator

Environments

Resources

Native Species

Inhabitants

Warhammer 40,000 Faction Creation Tables
Imperium Adeptus Custodes Shield Host - Grey Knight Brotherhood - Imperial Guard Regiment - Imperial Knight House - Inquisitor - Legiones Skitarii - Legio Titanicus - Renegade Space Marine Chapter - Sisters of Battle Order - Space Marine Chapter - Tempestus Scions Regiment - Underhive Gang - Noble House
Chaos Chaos Space Marine Warband - Chaos Warband - Heretical Cult - Lost and the Damned Regiment - Renegade Knight House - Dark Skitarii Force - Traitor Titan Legion
Xenos Creature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult - Necron Dynasty - Ork Klan - Tau Cadre - Tyranid Hive Fleet - Wych Cult
Planets Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator - Solar System Generator
Misc. Power Armour