Originally posted by Employee 2-4601
</font><blockquote>quote:</font><hr />Originally posted by Aramis:
System generation is going to get an overhaul. Not so much for "realism", as for some story factors.
Sounds interesting... Care to share your thoughts on the subject with us? </font>[/QUOTE]stealing some from starfire, some for S&G. Mal would probably have a stroke if he had to play under them.
Initial orbit: (2d6-2)/2 LM
second orbit: O1 +(2d6+1)/2 LM
third: O1 + 2 * (o2-o1)
4th: O1 + 2 * (o2-o1)
5th: O1 + 4 * (o2-o1)
6th: O1 + 8 * (o2-o1)
7th: O1 + 16 * (o2-o1)
etc.
Work worlds from outtermost inwards; Last planet calculated by looking at Bk6 charts, as well as H zones.
Size: 1d20-3
-2 = empty orbit
-1 = small planet
0 = asteroid/planetoid belt
1-12: world of same size
13: superterrestrial. Atmosphere does not retain He and H2, but just about everything else Actually covers quite a range.
14: Subjovian (Neptune, Uranus
15: Jovian
16: Superjovian
17: Brown Dwarf
The fun part: Atmosphere.
Pressure: 2d6-7+size
0- None
1 Trace 0-0.05
2 XThin 0.05-0.1
3 0.1 - 0.2
4 0.2-0.4
5 0.4-0.6
6 0.6-0.8
7 0.8 - 1.2
8 1.2-1.5
9 1.5-1.9
A 1.9-2.5
B 2.5-3.1
C 3.1-3.8
D 3.8 - 4.6
E 4.6-5.5
etc
Breathability
4d3-8+AtmDens
or
4dF+AtmDens
0-1 inert or CO2
2-3 Non-oxygenated
4-5 Tainted - Low O2/ad. o2
6-8 breathable
9 reactive taint or High O2, other lung damaging taints
10 unbreathable, non-toxic
11 unbreathable irritant
12 unbreathable corrosive
13 unbreathable, strongly corrosive
14 mildly insidious
15 moderately insidious (venus)
16 Severely insidious
17+ destructive: pure strong acids plus heat and pressure.
Population: dice vary.
Natives: Life 2d6-7
DM +2 if AD 4-5 or 9+
DM +4 if AD 6-8
DM -5 if AB <4
DM -3 if AB >9
DM -3 if inner or outer zone
0-: none
1: sludge
2: liquidborne
3: land plants
4: Bugs & flowers
5: skeletal land critters
6: specialized land forms
7+: advanced life forms (multiple orders)
On box cars, roll 1d and add
on nat two, roll 1d and subtract
Native Sentients: 2d-7 + native life
0- nothing even close
1-3 increasingly mental adaptations.
4 non-sophont: Communal communication (Includes most birds, and almost all mammals)
5 non-sophont: culture (Most primates, elephants, some others)
6 presophont: found tools (all apes, some monkeys) and social climbing by other than force
7 presophont: made tools, gift giving and retention of favor
8 protosophont: conceptual language
9 sophont
10 1d6 related sophonts
11 1d3+1 lines of sophonts, 1 each
12 1d3+1 lines of sophonts, 1 has 1d6 related species
13 1d3+1 lines of sophonts, each has 1d6 related species
14 1d3 lines of 1d6 sophont species each, plus 1d6+1 unrelated lines
Population for single sophont species: 1d6+1d3
Population for multiple unrelated lines, or only 2-3 related species:2d3 each
population for multiple species within a line when multiple lines present: 1d3+1 each
For colonial populations
if atmospheric breathability 4-9: 1d
if Atm breathability 6-8 and atm dens 5-9 +1d
If inner zone: DM-4
if outer zone DM-4
if Hab Zone, DM -2
If native species, DM -1 on 2d throws
Tech Level:
Natives
1d6-1
+1d3 if pop 6+ and native
+1 if pop 8+ and native
+1 if pop A+ and native
+1d3 if multiple species of sophonts
non-native:as per book3
However: Atm 5-8 is AtmDen 4-9 and Br 4-9
AtmBr A+ is +1
AtmBr F+ is +1
Starport & Yards
Non-native:
Roll 1d for pop or less for presence
roll 2d for pop or less if SP for Yards presence. quality seldom exceeds SP; if so, roll one more time, keeping lower roll of the two.
Native: Roll 1d+5 for TL or less for presence.
SP Type: Roll on SP table in Bk3
YdType: Roll on SP table in Bk3
Both: replace X with F, since presence is known.
Each includes all the stuff under it.
A ports: significant hostelry. Major banking. Tourist Reception facilities.
B Ports: refined fuel always available. Hotel facilities. Interstellar banking services.
C Ports: Controlled airspace. terminal. Full replenishment services. Maybe some hostelry.
D Ports: Fuel available, flight service facility. Hangers likely. Poor quality (field ration like) replenishment. in-system course plotting
E Ports: marked spots, published unicom, usually some local businesses nearby.
F Ports: blast pads with beacon
A Yard: Everything, including spinals, JD (if TL allows)
B Yard: Hull Construction, PP, and MD installs, retrofits,and replacements. Major hull retrofits.
C Yard: Fitting out yard, repair yard. Can build small craft
D Yard: Repair only yard (no hull work nor major component replacement. Can swap canned turrets.)
E Yard: Hangar and tools rental
F Yard: Tool Rental
Port and yard Size: 1d6, max = pop/2. DM +1 if TL A+ DM+2 if TL F+. 10^size is berths, each berth being capable of 10^(Size+2) tons.
High port: if TL 9+, and starport D+, Roll on SP table, treating X as X (an F is meaningless without terrain)
Roll for Yard if port is E or better. Orbital yards often exceed high-port.
Gov, LL: pretty normal.