System generator
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
D10 | Feature | Effects |
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1 | Bountiful | Lots of mineral wealth. Choose one to all of:
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2 | Gravity Tides | Treacherous skies. Choose one:
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3 | Haven | Peaceful system of garden worlds. Choose one:
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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:
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:
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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
Roll | Meaning |
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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 Strength | # of System Element rolls |
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Weak | 1d6-3, min 1 |
Normal | 1d6-1, min 1 |
Strong | 1d6+1, min 3 |
System Elements
Planet Creation
TODO; until then, Planet generator