Once the GM has introduced the players to the game with the enclosed adventure, he must create other star systems. The world generation system is designed to provide the GM with only as much information about a world as he wants, and the process is accordingly punctuated with convenient stopping places.
If, while creating a world, the GM decides to finish the details himself without rolling dice, he is encouraged to do so. This chapter is intended as a guide for the creation of a world; the GM need not let the dice determine his universe. Logic and creativity, in proportions, should be injected into this system.
Generating each star system may yield planets, with each planet's size, type, and position determined. Moons may be similarly generated. At this point, the GM will have a graphic layout of the whole system and enough information to give the players if they are examining the system from above or below the ecliptic. It is up to the GM to name the stars and worlds. The names of the stars listed on the Stellar Display are sometimes very dry and technical; the GM should feel free to invent interesting names.
Generating the geographic features of each world yields the atmosphere, mean temperature, hydrographic percentage, distribution of land and water, and the specific gravity of each environ. At this point, the GM will have an actual map of each world to show the players if they are in orbit around the world.
Generating the population and technology of each world yields the total population, type of settlement. Law Level, Spaceport Class, Civ Level, distribution and development of resources, and the distribution of the population. At this point the GM will have enough information to referee any adventure involving the world.
GLOSSARY
The following terms are used throughout this chapter:
Binary or Trinary Star. Two or three stars revolving around a common center of gravity; may limit the number of possible planets.
Biosphere. The most habitable zone (for humans) of a star system; affects the type of planet or moon within it.
Civilization (Civ) Level. A number from 1 to 8 measuring a world's economic contribution to the Federation.
Environ. One of a variable number of areas on a world's surface. Each environ is a square 4,000 km to a side. An environ may be drawn at a scale of 100 km per hex on an Environ Hex Map.
Hostile Zone. The most inhospitable zone (for humans) of a star system; affects the type of planet or moon within it.
Kuiper Belt. A disk shaped region of heavier bodies orbiting the outer limits of the Star system. For Sol this region is considered to start outside the orbit of Neptune and is where Pluto has thought to have originated. The region contains planetesimals and icy asteroids.
Law Level. A number from 1 to 5 measuring the quality and degree of law enforcement on a world.
Moon. A body that orbits a planet; also referred to as a world.
Neutral Zone. The area of a star system not in the biosphere or hostile zone; affects the type of planets or moons within it.
Oort Cloud. A spherical region of space at the limits of a star's gravitational influence. For Sol this extends out to about 3 light years and contains the flotsam and jetsam of the solar system particularly comets.
Planet. A body orbiting a star; also referred to as a world.
Resource. A natural feature of value found on a world.
Settlement Status. A term summarizing the type and extent of human settlement on a world.
Site. A small location within an environ of special interest; natural sites are not usually noticeable without extensive exploration.
Spaceport Class. A number from 0 to 5 measuring the quality of facilities available at a spaceport.
Spectral Class. A standard astronomical term quantifying a star's luminosity. Used in Universe to determine a star's likelihood of having planets.
Star System. A star with its orbital bodies, including planets, moons, asteroids, and comets. Graphically represented in Universe on a Star System Log.
World. Any planet, moon, asteroid belt, or other heavenly body on which an adventure may take place; graphically represented on a World Log.
The GM is responsible for choosing a star to generate. The Interstellar Display shows every known star within 30 Light Years of Sol, each star's Spectral Class, and whether it is able to support planets. Some stars form binary or trinary systems; their peculiarities are detailed in 23.2. The Star System Log is used to record the information concerning the star and its planets. To generate a complete star system, the GM conducts the following steps:
Each star listing includes its Cartesian coordinates (X, Y, Z), its name, Spectral Class, and whether or not it can sustain planets. When choosing a star system to generate, the GM should keep in mind that the farther a star is from Sol, the less its chance of having a highly developed civilization and quality interstellar trade routes. Also, the farther away from Sol the greater the chance of undiscovered resources and life forms. The Spectral Class of the star affects the number of planets and the habitability of each planet.
The GM would do well to spend time examining all the charts and tables detailed in this Chapter before picking a star.
These systems have exceptions to the normal distribution of planets. The anomalies are due to a number of factors including the stars' Spectral Classes and the distance between the stars. The types of restrictions limit the planet positions that can be rolled (for instance, 1–7 indicates that only the first seven positions can be rolled for). Star systems restricted in this manner are listed in the Binary/Trinary Star System Summary (see Table 23.2).
[23.2] Binary/Trinary Star System Summary| star: restriction | |
|---|---|
| Alpha Centauri A: −2, −1, −4 |
1–2 |
| 61 Cygni A: 61 Cygni B: +6, −6, +7 |
1–6 1–5 |
| Jim: +5, −18, +2 |
1–10 |
| WX Ursae Majoris A: −13, +4, +13 |
1–8 |
| Eta Cassiopeiae A: +10, +2, +15 |
1–7 |
| BD+53° 1320: BD+53° 1321: −9, +8, +16 |
1–7 1–7 |
| CD−8° A: −6, −20, 03 |
2–12 |
| Rho Eridani A: Rho Eridani B: +11, +5, −18 |
1–2 1–2 |
| 41 Arae A: −3, −18, −19 |
1–2 |
| Gamma Leporis A: Gamma Leporis B: +2, +25, −10 |
1–11 1–8 |
| CD−36° 13A: +8, −13, −12 |
1–2 |
Roll only for Planets in the indicated positions for these stars.
Space is given on this log to record the star's Spectral Class, name, and distance from Sol. Also listed are the biospheres, neutral zones, and hostile zones for all five Spectral Classes. Each planetary position (12 in all) gives the Planet Size Modifier and the distance from the star in Astronomical Units (AUs).
The GM records the information concerning the star on the log. As each planet is generated, he notes the name, size, type, and number of moons for the planet. Below these listings is additional space to note detailed information about the worlds (both planets and moons).
The log is also used to record general information concerning the system itself, such as interworld and interstellar trade routes, governmental types, amount of federal intervention. This information is derived from 25.0, 32.0, and 33.0.
Refer to the Planet Creation Table and roll two dice for each possible planet position shown on the Star System Log. If the result matches the range listed, a planet exists at the position. If a planet does not exist, put an X through the circle at the position. The circles of all the existing planets are left blank for the time being. A total of 12 dice rolls are made (unless using a restricted binary or trinary system).
If a position has no planet, this does not mean there is no world of any kind there; but that there is no world of any interest there. The GM is free to place dead worlds (gas giants, volcanic worlds, etc.) wherever he wishes in order to fill out a star system.
[23.4] Planet Creation Table| spectral class of star |
planet exists at position if 2-dice result is... |
|---|---|
| A (0 through 4) | 2–5 |
| A (5 through 9) | 2–7 |
| F (0 through 4) | 2–8 |
| F (5 through 9) | 2–9, 17 |
| G (0 through 4) | 2–11 |
| G (5 through 9) | 2–10 |
| K (0 through 4) | 2–9 |
| K (5 through 9) | 2–7, 17 |
| M (0 through 4) | 2–6 |
| M (5 through 9) | 2–3 |
See 23.4 for explanation of use.
For each existing planet, refer to the Planet Size and Type Table.
Roll one die twice to determine the planet's size, habitability, and resource category. One or both die results may be modified, as listed on the table and on the Star System Log. For each Spectral Class listed in the upper left-hand corner of the log, there is a line reading across the planet listings. This indicates which positions for that Spectral Class are within the biosphere, neutral zone, or hostile zone. The biosphere gives a –2 modifier, and the neutral zone a +2 both to the second die roll only. The hostile zone indicates the second die is not rolled; the roll is treated as a 10 and that row is used to locate the result. Record all attributes derived from the table on the log. The GM should invent a name for each planet and record it on the log.
The abbreviated attributes are defined as follows:
E: Earth-like; similar to Earth in most natural features.
T: Tolerable; can be inhabited with a certain amount of technological aid.
H: Hostile; habitation is very difficult and very expensive.
A: Asteroid belt; possibly a broken up planet such as exists in the Sol system. Treated as a size 4 planet for purposes of resource determination.
r: Resource rich; abundant resources in easily accessible locations.
p: Resource poor; resources are either scarce or very inaccessible.
1 through 9: Planet size; affects gravity (see 23.7), number of environs, and determines which World Log is used.
[23.5] Planet Size and Type Table| first die | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| second die |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| 1 | 3:Er | 4:Ep | 4:Er | 4:Er | 4:Er | 4:Er | 5:Er | 5:Ep | 7:Ep | 7:Er |
| 2 | 3:Ep | 3:Ep | 4:Er | 4:Er | 4:Er | 4:Er | 5:Er | 8:Er | 8:Ep | 8:Ep |
| 3 | 4:Er | 4:Ep | 5:Ep | 5:Er | 5:Er | 5:Ep | 5:Er | 5:Ep | 7:Er | 7:Ep |
| 4 | 2:Tr | 3:Tp | 3:Tp | 3:Tr | 6:Er | 6:Er | 6:Er | 6:Er | 6:Ep | 6:Ep |
| 5 | 2:Tp | 3:Tr | 3:Tr | 4:Tr | 4:Tr | 4:Tp | 5:Tr | 5:Tr | 8:Tr | 8:Tp |
| 6 | 1:Hr | 3:Tp | 3:Tp | A:Hr | 4:Tp | 4:Tp | 5:Tr | 5:Tp | A:Hp | 8:Tp |
| 7 | 1:Hr | 2:Hr | 4:Hr | 4:Hr | A:Hr | 5:Tp | 5:Tp | A:Hp | A:Hr | 6:Tr |
| 8 | 1:Hr | 2:Hr | 3:Hr | A:Hr | 4:Hp | A:Hr | 5:Tp | 4:Hp | A:Hr | 6:Tp |
| 9 | 1:Hr | 2:Hr | 2:Hr | 2:Hr | 3:Hr | 3:Hr | 6:Tr | 6:Tp | 8:Tr | 6:Tp |
| 10 | 1:Hp | 2:Hp | 3:Hp | A:Hp | 5:Hp | 6:Hr | 7:Hp | 8:Hp | 7:Tr | 9:Hr |
#: Planet size. E: Earth-like; T: Tolerable; H: Hostile; A: Asteroid belt. r: Resource Rich; p: Resource Poor.
Modifiers:
Add or subtract Planet Size Modifier (see Star System Log) from first die result.
Subtract 2 from second die if planet is in biosphere.
Add 2 to second die if planet not in biosphere and not in hostile zone.
Do not roll if planet is in hostile zone (see Star System Log); use 10 row of the table and first die result to obtain planet size and type.
Treate all modified rolls of less than 1 as 1, and all modified die rolls of more than 10 as 10.
See 23.5 for detailed explanation of use.
Use the Moon Generation Table for each planet created; size 1 and 2 planets cannot possess moons. Cross reference one die roll with the planet size to find the number of the planet's moons; record the number on the System Log.
Determine each moon's size and type using the Moon Type Table and Moon Size Table. The concepts used in this procedure are similar to those in 23.5. The GM should realize here the only distinction for game purposes between a planet and a moon is the body that they orbit. Also, it is possible to generate a size 0 moon, but a size 0 planet cannot be generated.
[23.6] Moon Tables| planet size | |||||||
|---|---|---|---|---|---|---|---|
| die | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 1, 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3, 4 | 0 | 0 | 0 | 0 | 1 | 1 | 1 |
| 5, 6 | 0 | 0 | 1 | 1 | 2 | 2 | 3 |
| 7, 8 | 0 | 1 | 1 | 2 | 3 | 4 | 5 |
| 9 | 1 | 1 | 2 | 3 | 4 | 5 | 6 |
| 10 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
Results are number of moons orbiting planet. A Size 1 or 2 Planet or moon may not possess moons. See 23.6 for explanation.
| moon size | ||||
|---|---|---|---|---|
| DIE | 0, 1 | 2 | 3 | 4, 5 |
| 1 | Hr | Tr | Er | Ep |
| 2 | Hp | Tp | Ep | Ep |
| 3 | Hr | Op | Tr | Er |
| 4 | Hp | Hr | Tp | Tr |
| 5 | Hr | Hp | Op | Tp |
| 6 | Hp | Hr | Hp | Tr |
| 7 | Hr | Hp | Hr | Or |
| 8 | Hp | Hr | Hp | Hp |
| 9 | Hr | Hp | Hr | Hp |
| 10 | Hp | Hr | Hp | Hr |
E: Earth-Like. T: Tolerable. H: Hostile. O: Ring. r: Resource Rich. p: Resource Poor.
Subtract 2 or add 2 to die result depending on whether moon's planet is in or out of the biosphere.
If moon is in hostile zone of star system, do not roll; cross-reference moon size with 10 row to yield moon type. Treat all modified rolls of less than 1 as 1 and all rolls of greater than 10 as 10.
| 1 die + planet size |
moon size |
|---|---|
| 4–8 | 0 |
| 9–12 | 1 |
| 13–15 | 2 |
| 16–17 | 3 |
| 18 | 4 |
| 19 | 5 |
On each World Log, the gravity is listed for that size world. Gravity is expressed in Gs, with Earth's gravity equalling 1.0 G. The gravity types range from none to 2.5 G; see World Gravity Table (below) for summary.
On worlds with a trace
gravity, objects will slowly settle to the
surface. However, any object propelled with a velocity equal to or
greater than that of a pitched baseball will escape the gravitational
field.
| world size | gravity |
|---|---|
| 0 | None |
| 1 | Trace |
| 2 | 0.2 |
| 3 | 0.4 |
| 4 | 0.7 |
| 5 | 1.0 |
| 6 | 1.3 |
| 7 | 1.7 |
| 8 | 2.0 |
| 9 | 2.5 |
The generation of geographical features for a world will yield not only factual information but an actual pictorial representation of the world as it would be seen from orbit. This is accomplished by use of the World Log, which is a graphic layout of the world as viewed from the poles. The information generated in Section 23.0 and the features determined in this Section are recorded on this log. It is recommended that the GM use colored markers or pencils when drawing the world map. To generate the geographical features, the GM conducts' the following steps and records the information generated on the World Log corresponding to the appropriate world size:
There are, in this booklet, 10 World Logs, which represent variously sized worlds.
Each World Log is a graphic representation of a world as it is viewed from the poles. The size 0 log has only one view due to its small size. These views are divided into environs, which represent areas on the surface 4,000 km across. Each environ is numbered, and each ring of environs represents a different temperature ring on the world. Each ring contains a temperature modifier, which is applied to the mean temperature generated for the world to determine the mean temperature of that ring.
Each log has space to list the world's name, type, atmosphere, temperature, hydrograph percentage, day length, population, Civ Level, Law Level, Spaceport Class, and resources. The size and gravity of each world is already listed at the top. The map of the world is divided into environs. The GM should examine the log carefully to note which environs are adjacent to one another. Special attention should be paid to how the rings, which form the outer circumference of the north and south views, connect with each other.
The GM should create two logs, one containing all the fine detail for himself, and one which is mainly pictorial in nature for the players. Record all the raw data on a piece of scrap paper or an extra copy of the log and make the final copy only after all information has been determined. For each environ, the land/water distribution, environ type, resources, and population must be recorded.
Referring to the World Atmosphere Table, the GM rolls one die and adds the world size to the result (a world of size 0 or 1 automatically possesses no atmosphere). The modified die result is cross-referenced with the world type and the atmosphere is recorded on the World Log. The atmosphere types and their effects follow:
None. Full expedition suit required at all times. All structures must be airtight with air-lock door systems.
Thin. Respirator required. Survival without respirator possible for up to 2 hours (or up to GM's discretion). Higher quality structures are airtight; most structures have air compressors.
Thin, Contaminated. Respirator required. Small possibility of disease. Higher quality structures are airtight. All structures must have air compressors and filter doors.
Normal. No special equipment or structures are required.
Normal, Contaminated. Filter mask required. All structures have filter doors and small compressors.
Poison. Respirator required; expedition suit recommended. All structures are airtight with oxygen supply. Disease, deterioration, and frequent storms are possible; low visibility is common.
Corrosive. Full expedition suit required; body armor recommended. All structures must be airtight with air-lock door systems. Higher quality structures are armored. Constant storms are possible; no visibility. Deterioration and disease are likely.
[24.2] World Atmosphere Table| world type | |||
|---|---|---|---|
| die + world size |
earth-like | tolerable | hostile |
| 3–5 | Thin | None | None |
| 6 | Thin (C) | Thin (C) | None |
| 7 | Normal | Thin | None |
| 8 | Thin (C) | Poison | None |
| 9 | Thin | Thin (C) | Poison |
| 10 | Thin | Poison | Corrosive |
| 11 | Normal | Thin | Poison |
| 12 | Normal (C) | Corrosive | Corrosive |
| 13 | Poison | Thin (C) | Poison |
| 14 | Normal | Poison | Corrosive |
| 15 | Normal (C) | Normal (C) | Poison |
| 16 | Normal | Normal (C) | Corrosive |
| 17 | Normal | Poison | Poison |
| 18 | Normal (C) | Poison | Corrosive |
| 19 | Normal | Normal (C) | Poison |
A world of size 0 or 1 automatically possesses no atmosphere. (C): Contaminated. See 24.2 for explanation.
Using the World Temperature Table, the GM rolls one die and applies modifiers listed on the table. The result is cross referenced with the world type and the temperature is recorded on the World Log. This temperature is the mean for the entire world; the actual temperature varies from one environ ring to another. All temperatures are in Fahrenheit.
Each World Log lists the temperature modifier for each ring of environs on the world. This modifier is added to the mean temperature of the world to determine the average temperature of all environs in that ring. For example, a size 4 world has a mean temperature of 50°. Reference to the World Log shows environs 1 and 14 will have a temperature of 25°; 2 through 5 and 15 through 18 will have a temperature of 50°; and 6 through 13 will have a temperature of 75°. The specific temperature of an environ is used with the Environ Type Chart when determining the nature of an environ.
When creating a world with an odd axial tilt (for instance, pointing toward the star) or with no rotation, the GM should change the distribution of the temperature modifiers on the World Log and/or widen the range of modifiers. The modifiers are designed for a world with an axis nearly perpendicular to the plane of the star system ecliptic and with axial rotation. The GM should feel free to alter them to fit the individual pattern.
[24.3] World Temperature Table| world type | |||
|---|---|---|---|
| die + world size |
earth-like | tolerable | hostile |
| −5, −4 | 125 | 175 | 200+ |
| −3, −2 | 100 | 150 | 200 |
| −1, 0 | 100 | 125 | 175 |
| 1, 2 | 75 | 125 | 175 |
| 3, 4 | 75 | 100 | 150 |
| 5, 6 | 50 | 25 | −25 |
| 7, 8 | 50 | 0 | −25 |
| 9, 10 | 25 | 0 | −50 |
| 11, 12 | 25 | −25 | −50 |
| 13, 14 | 0 | −25 | −75 |
| 15, 16 | 0 | −50 | −75 abd below |
Results represent average temperatures of the world; all temperatures are expressed in ° F. See 24.3 for explanation.
Die Roll Modifiers:
If the planet is closer to the star than the star's biosphere, subtract 6 from the die result.
If the planet is further from the star than the star's biosphere, add 6 to the die roll.
The GM refers to the World Hydrograph Table. Using the world's size and mean temperature to ascertain which column to look in, the GM rolls one die and records the hydrograph percentage on the World Log. Note that worlds that possess no atmosphere or whose temperature is below 0° or above 125° automatically have no freestanding water.
The GM then refers to the Land and Water Distribution Chart. Seven types of land-water distribution that might exist in an environ are listed across the top of the chart (see explanation following). Using the line that corresponds to the world size and hydrograph percentage, the GM reads across to find how many environs of each type exist on the world. Note the total of all the numbers on a single line equals the number of environs on the world. The following seven types are included:
Water. All liquid with no land.
Water with Minor Islands. 90 percent water with scattered small islands.
Water with Major Islands. 75 percent water with islands or land masses possibly connecting to a larger land mass out of environ.
Water with Land. 50 percent water and landmasses.
Land with Major Water. 75 percent land with water; such as a coast line or major lake within the land mass.
Land with Minor Water. 90 percent land with small water; a small part of a coastline, a river network, small lakes, etc.
Land. Land with no bodies of water.
These descriptions are intended as guides only; the GM should decide what elements make up the distribution type. See the Adventure Guide for visual examples of these distributions.
The GM should actually draw these environs on the log, assigning them to whichever environ seems consistent, logical, or aesthetically pleasing. Many water-only environments could be combined adjacently to form a large ocean. Coastlines from en- viron to environ should be contiguous, and the GM should be constantly aware of which environs are actually adjacent although graphically separated on the log. This drawing process should be done roughly in pencil at first, with a final colored version executed when all decisions are finalized.
| world temperature | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| 50,75 | 0,25,100,125 | ||||||||
| world size | world size | ||||||||
| one die |
3 | 4 | 5 | 6–9 | 2 | 3 | 4 | 5 | 6–9 |
| 1 | 0 | 0 | 20 | 20 | 0 | 0 | 0 | 0 | 0 |
| 2 | 0 | 20 | 20 | 40 | 0 | 0 | 0 | 0 | 20 |
| 3 | 0 | 20 | 40 | 40 | 0 | 0 | 0 | 20 | 20 |
| 4 | 20 | 20 | 40 | 40 | 0 | 0 | 0 | 20 | 20 |
| 5 | 20 | 40 | 60 | 60 | 0 | 0 | 20 | 20 | 40 |
| 6 | 20 | 40 | 60 | 60 | 0 | 20 | 20 | 40 | 40 |
| 7 | 20 | 40 | 60 | 80 | 0 | 20 | 20 | 40 | 60 |
| 8 | 40 | 60 | 80 | 80 | 20 | 20 | 40 | 40 | 60 |
| 9 | 40 | 60 | 80 | 100 | 20 | 40 | 40 | 60 | 80 |
| 10 | 40 | 80 | 100 | 100 | 20 | 40 | 60 | 60 | 80 |
Results represent percentage of the world's surface covered with water. This table is not use for worlds that possess no atmosphere, or possess average temperatures below 0 or above 125. Such worlds automatically have no water. See 24.4 for detailed explanation of use.
[24.4b] Land and Water Distribution Chart| world size |
hydrograph percentage | water | water/minor islands | water/major islands | water/land | land/major water | land/minor water | land |
|---|---|---|---|---|---|---|---|---|
| 2 | 20 | 0 | 0 | 0 | 0 | 2 | 2 | 2 |
| 3 | 20 | 0 | 0 | 0 | 1 | 3 | 2 | 4 |
| 3 | 40 | 0 | 0 | 3 | 2 | 2 | 2 | 1 |
| 4 | 20 | 0 | 0 | 0 | 1 | 6 | 4 | 7 |
| 4 | 40 | 0 | 0 | 5 | 4 | 4 | 4 | 1 |
| 4 | 60 | 1 | 4 | 6 | 4 | 2 | 1 | 0 |
| 4 | 80 | 7 | 6 | 4 | 1 | 0 | 0 | 0 |
| 5 | 20 | 0 | 0 | 0 | 3 | 8 | 5 | 10 |
| 5 | 40 | 0 | 1 | 6 | 6 | 5 | 5 | 3 |
| 5 | 60 | 3 | 5 | 7 | 5 | 3 | 3 | 0 |
| 5 | 80 | 10 | 8 | 5 | 3 | 0 | 0 | 0 |
| 5 | 100 | 23 | 3 | 0 | 0 | 0 | 0 | 0 |
| 6 | 20 | 0 | 0 | 0 | 4 | 11 | 8 | 15 |
| 6 | 40 | 0 | 1 | 8 | 9 | 8 | 8 | 4 |
| 6 | 60 | 4 | 8 | 10 | 8 | 4 | 4 | 0 |
| 6 | 80 | 15 | 11 | 8 | 4 | 0 | 0 | 0 |
| 6 | 100 | 34 | 4 | 0 | 0 | 0 | 0 | 0 |
| 7 | 20 | 0 | 0 | 1 | 4 | 14 | 11 | 20 |
| 7 | 40 | 0 | 1 | 13 | 11 | 10 | 10 | 5 |
| 7 | 60 | 5 | 11 | 14 | 10 | 5 | 4 | 1 |
| 7 | 80 | 20 | 16 | 9 | 4 | 1 | 0 | 0 |
| 7 | 100 | 45 | 5 | 0 | 0 | 0 | 0 | 0 |
| 8 | 20 | 0 | 0 | 1 | 6 | 19 | 14 | 26 |
| 8 | 40 | 0 | 1 | 18 | 14 | 13 | 13 | 7 |
| 8 | 60 | 7 | 14 | 18 | 13 | 7 | 6 | 1 |
| 8 | 80 | 26 | 21 | 12 | 6 | 1 | 0 | 0 |
| 8 | 100 | 60 | 5 | 1 | 0 | 0 | 0 | 0 |
| 9 | 20 | 0 | 0 | 1 | 7 | 24 | 17 | 33 |
| 9 | 40 | 0 | 1 | 23 | 17 | 17 | 16 | 8 |
| 9 | 60 | 8 | 17 | 24 | 17 | 8 | 7 | 1 |
| 9 | 80 | 33 | 26 | 15 | 7 | 1 | 0 | 0 |
| 9 | 100 | 75 | 6 | 1 | 0 | 0 | 0 | 0 |
Using the Environ Type Chart, the GM determines the topography of each environ with some land. He locates the column containing the correct land/water distribution and the correct temperature of the environ (remembering that temperatures vary from environ to environ, see 24.3). The GM rolls percentile dice and reads down the column until locating the numerical result that most nearly equals the dice result without being less than the roll. The environ type corresponding to the numerical result is the predominant terrain feature and contour of that environ (for example, a roll of 34 in the first column would yield a result of barren/peaks). Repeat this procedure for every environ on the world until all have been determined. The GM should graphically depict in each environ the predominant terrain feature and contour.
After generating each environ's type, the GM should look at the world and feel free to juggle environs around to form a cohesive whole. For example, if ice is generated in a non-polar environ and there is no ice at the pole, the GM should swap the environs to make up for the anomalies created by the random dice system.
For each environ type listing, the first feature is the terrain feature, and the second is the contour.
CONTOURS:
Flat. Land is perfectly flat and provides no cover whatsoever.
Hills. Gently rolling hills, very little hindrance to travel; provides some cover at long range.
Mountain. Heights which erosion has smoothed over, some hindrance to travel. Cover fairly easy to find except at extremely close range.
Peaks. Jagged mountains with precipices, travel almost impossible; cover is available virtually everywhere.
TERRAIN FEATURES:
Volcanic. Active volcanos exist throughout the environ; travel is possible with care; cover varies. Note that it is impossible to have volcanos in a flat environ.
Crater. Land is churned up, travel is difficult; cover is easy to find.
Barren. Totally featureless cracked dry earth; no hindrance to travel; no cover.
Light Vegetation. Sparse grass, lichen, brush; travel unaffected; no cover.
Woods. Widely dispersed trees with undergrowth; travel possible with care; no cover except at long range.
Forest. Dense trees with undergrowth; travel slowed; cover easy to find.
Jungle. Land is, choked with foliage and undergrowth; travel except on foot is nearly impossible; cover very easy to find.
Marsh. Bits of vegetation; some trees and undergrowth; travel slowed greatly; some cover available on occasion.
ICE ENVIRONS:
Ice/Flat. Treat as barren/flat; travel with care is possible; no cover.
Ice/Hills. Very jagged ice formations; travel almost impossible; cover available at all except close range.
The following environ types are included in the World Logs in the Adventure Guide. Refer to them for possible methods of drawing and coloring them.
On the Planet Titus:
n02 Water with minor islands; woods/hills. n03 Land/water; light veg/mountains. n05 Water with minor islands; volcanic/hills. n09 Water with major islands; forest/mountains. n12 Water with major islands; jungle/mountains. n20 Land/water; barren/mountain. s01 Water; ice/flat. s04 Water with major islands; marsh/hill. s13 Water with major islands; barren/peaks.
On the Planet Kryo:
n01 Land/water; ice/hill, n03 Land with major water; woods/mountains. s02 Land with major water; light veg/flat. s03 Land with minor water; barren/peaks.
On the Planet Laidley:
n02 Land only; barren/mountain, n05 Land only; crater/flat. s05 Land only; volcanic/ mountains.
When the GM has finished drawing out the world on the log, he will have a picture he may show to his players that will represent the world as they might see it through their view screens.
[24.5] Environ Type Chart| land/liquid distribution► | water with minor or major islands |
water/land or land with major water bodies |
land with minor water bodies |
land only (water elsewhere on world) |
land only (no water anywhere on world) |
|||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| temperature► environ type |
0 to 25 |
50 | 75 | 100 to 125 |
0 to 25 |
50 | 75 | 100 to 125 |
0 to 25 |
50 | 75 | 100 to 125 |
0 to 25 |
50 | 75 | 100 to 125 |
0 or less |
25 50 75 |
100 or more |
|
| See Note | 1 | 1 | 2 | 3 | 1 | 1 | 1 | 2 | 1 | 2 | 2 | 3 | 2 | 3 | 3 | 4 | 3 | 5 | 7 | |
| Volcanic/Hills | 3 | 4 | 6 | 9 | 2 | 3 | 3 | 4 | 3 | 5 | 6 | 7 | 4 | 7 | 8 | 10 | 8 | 12 | 17 | |
| Volcanic/Mountains | 4 | 6 | 9 | 14 | 3 | 4 | 5 | 6 | 5 | 7 | 9 | 10 | 6 | 9 | 11 | 14 | 13 | 19 | 26 | |
| Volcanic/Peaks | 5 | 8 | 11 | 17 | 4 | 5 | - | 7 | 6 | 8 | 10 | 12 | 7 | 10 | 13 | 16 | 14 | 21 | 28 | |
| Crater/Flat | - | - | - | - | - | - | - | - | 7 | 9 | 11 | 13 | 9 | 12 | 15 | 18 | 24 | 31 | 37 | |
| Crater/Hills | - | - | - | - | - | - | - | - | 8 | 10 | 12 | 14 | 11 | 14 | 17 | 20 | 39 | 46 | 52 | |
| Crater/Mountains | - | - | - | - | - | - | - | - | 9 | 11 | 13 | 15 | 13 | 16 | 19 | 22 | 51 | 58 | 64 | |
| Crater/Peaks | - | - | - | - | - | - | - | - | 10 | 12 | 14 | 16 | 14 | 17 | 20 | 23 | 53 | 60 | 66 | |
| Barren/Flat | 11 | 10 | 12 | 26 | 9 | 6 | 6 | 16 | 20 | 19 | 22 | 34 | 29 | 27 | 34 | 42 | 62 | 69 | 74 | |
| Barren/Hills | 23 | 15 | 15 | 42 | 18 | 8 | 7 | 32 | 32 | 27 | 31 | 54 | 49 | 40 | 52 | 66 | 75 | 82 | 86 | |
| Barren/Mountains | 33 | 20 | 17 | 55 | 25 | 10 | 8 | 45 | 40 | 33 | 37 | 66 | 59 | 48 | 61 | 79 | 84 | 91 | 94 | |
| Barren/Peaks | 36 | 22 | 18 | 59 | 27 | 11 | - | 47 | 44 | 36 | 40 | 71 | 63 | 52 | 65 | 84 | 86 | 93 | 96 | |
| Light Veg/Flat | 41 | 28 | 22 | 67 | 36 | 18 | 14 | 57 | 48 | 43 | 47 | 77 | 67 | 61 | 72 | 87 | 87 | 94 | 97 | |
| Light Veg/Hills | 46 | 33 | 27 | 75 | 46 | 25 | 20 | 68 | 54 | 52 | 55 | 84 | 72 | 71 | 80 | 91 | 88 | 95 | 98 | |
| Light Veg/Mountains | 56 | 40 | 32 | 83 | 53 | 31 | 25 | 78 | 58 | 58 | 61 | 88 | 76 | 78 | 86 | 93 | 89 | 96 | 99 | |
| Light Veg/Peaks | 59 | 42 | 34 | 85 | 55 | 33 | 26 | 80 | 60 | 61 | 63 | 90 | 77 | 81 | 88 | 94 | 90 | 97 | 00 | |
| Woods/Flat | 62 | 46 | 38 | 90 | 60 | 39 | 32 | 87 | 64 | 66 | 68 | 93 | 80 | 85 | 92 | 95 | - | - | - | |
| Woods/Hills | 65 | 51 | 42 | 95 | 66 | 46 | 38 | 94 | 68 | 73 | 74 | 97 | 83 | 91 | 96 | 97 | - | - | - | |
| Woods/Mountains | 71 | 58 | 49 | 99 | 70 | 52 | 44 | 99 | 71 | 77 | 78 | 99 | 85 | 97 | 99 | 99 | - | - | - | |
| Woods/Peaks | 73 | 60 | 52 | 00 | 71 | 54 | 46 | 00 | 72 | 79 | 79 | 00 | 86 | 99 | 00 | 00 | - | - | - | |
| Forest/Flat | 75 | 64 | 55 | - | 73 | 60 | 52 | - | 74 | 82 | 83 | - | - | - | - | - | - | - | - | |
| Forest/Hills | 77 | 70 | 59 | - | 76 | 69 | 58 | - | 76 | 86 | 87 | - | - | - | - | - | - | - | - | |
| Forest/Mountains | 80 | 72 | 67 | - | 78 | 75 | 64 | - | 78 | 88 | 89 | - | - | - | - | - | - | - | - | |
| Forest/Peaks | 81 | 79 | 69 | - | 79 | 77 | 66 | - | 79 | 89 | 90 | - | - | - | - | - | - | - | - | |
| Jungle/Flat | - | 82 | 76 | - | - | 81 | 74 | - | - | 90 | 92 | - | - | - | - | - | - | - | - | |
| Jungle/Hills | - | 87 | 88 | - | - | 86 | 83 | - | - | 91 | 94 | - | - | - | - | - | - | - | - | |
| Jungle/Mountains | - | 89 | 95 | - | - | 88 | 90 | - | - | 92 | 95 | - | - | - | - | - | - | - | - | |
| Marsh/Flat | - | 95 | 98 | - | - | 95 | 96 | - | - | 96 | 98 | - | - | - | - | - | - | - | - | |
| Marsh/Hills | - | 99 | 00 | - | - | 99 | 00 | - | - | 99 | 00 | - | - | - | - | - | - | - | - | |
| Ice/Flat | 90 | - | - | - | 89 | - | - | - | 88 | - | - | - | 92 | - | - | - | 94 | 98 | - | |
| Ice/Hills | 00 | 00 | - | - | 00 | 00 | - | - | 00 | 00 | - | - | 00 | 00 | - | - | 00 | 00 | - | |
How to Read the Result: Roll percentile dice and locate the column corresponding to the Land/Liquid/Temperature combination of the environ. Read down the column until you located the result that most nearly equals the percentile roll without being less than the roll. Roll example, rolling a 34 in the first column would yield an environ type of Barren/Peaks. See 24.5.
Note: All environs of same water and temperature type which have not yet been assigned an environ type will be the type determined by the next percentile roll. (-): Environ type impossible; proceed down the column. Peaks: If the world size is 7 or greater, treat as Hill. Mountains: If the World size is 9, treat as Flat. If the Land/Liquid distribution is water only, this table is not used. However, if the GM wishes to check for ice in water-only environ, roll using the water with minor islands column and ignore all non-ice results.
This procedure is optional as there will be complications caused by having worlds with different day lengths. The GM refers to the World Day Length Table and locates the column that matches the world type. He then rolls one die and records the result on the World Log.
If the GM wishes a simpler-solution, he may ignore the table and assume all worlds have a 24-hour day. The effects of having days of differing lengths must be judged before such a decision can be reached. Many game systems are designed to measure their time expenditures in terms of hours. Thus, if the world's hour does not match the character's hours, two separate tracks must be kept to measure time. Also, the GM must be ready to apply the physical and psychological effects of different day lengths to the characters in order to simulate the problems encountered. One possible answer is to measure all time expenditures according to the spaceship's clock, and let the world's day vary as it might.
[24.6] World Day Length Table| world type | |||
|---|---|---|---|
| one die |
earth-like | tolerable | hostile |
| 1 | 12 | 6 | 4 |
| 2 | 15 | 9 | 6 |
| 3 | 18 | 12 | 8 |
| 4 | 21 | 15 | N |
| 5 | 24 | 18 | N |
| 6 | 24 | 24 | 72 |
| 7 | 27 | 36 | 4d |
| 8 | 30 | 48 | 6d |
| 9 | 33 | 60 | 8d |
| 10 | 36 | 72 | 10d |
Numbers represent length of day in hours (including daylight and darkness). d: Day measured in Earth days. N: No rotation. See 24.6 for explanation of use.
When it becomes desirable to enlarge an environ and reproduce it on a hex map, the GM should use the hex map provided with the game. This map is drawn at a scale of 100 km per hex, and on it the GM creates the major land masses and water bodies of the environ as he has indicated on the World Log. The terrain features and contours are added, but in much greater detail than before. The GM may place sites on this map in particular hexes. A site indicates a small location not apparent on the World Log of special interest to the area. Sites the GM might wish to consider include the following:
| Rain Forests | Roads |
| Swamps | Trails |
| Beaches | Cities |
| Rivers | Mines |
| Caves | Raw mineral deposits |
| Alien Ruins | Lakes |
| Old Settlements | Ponds |
| Glaciers | Cliffs |
| Meteor Craters | Volcanos |
| Psionic Institutes | Lava Fields |
| Abysses | Towns |
When drawing in the details of the environ type on the hex map, not only that type should appear. The GM should refer to the Environ Skill Display on the Character Record and locate the box corresponding to the predominant environ type; the eight adjacent boxes indicate environ types which may also occur in the environ. The GM should cover about two-thirds of the Environ Hex Map with details of the predominant environ type, and the rest may be divided up as he sees fit. He may also place terrain features along the edges of the hex map that match those of neighboring environs on the World Log.
During the character generation process, a home environ skill is determined for every character in a particular environ type. It is to be assumed the character came from an environ in which that type was predominant. The GM may place the character's home on a world that contains the appropriate environ type and has some form of settlement. Due to the detail with which the character would know this environ, the GM may desire to create an Environ Hex Map of that environ and possibly show it to the player, depending how much information the player desires.
Refer to the Adventure Guide for an example of an Environ Hex Map.
The final details of a world include the elements of population and technology. These items will breathe life into an otherwise colorless world. The GM is encouraged to use the information available in this Section as a springboard from which he may fully realize a world's potential for enjoyable play. Each world will be given general indications of total population, Law Level, Spaceport Class, Civ Level, resources available, locations of those resources, and the effects of those resources on prices and economics. These indications should be utilized to guide the GM in reaching his own final conclusions about the world, its inner workings, and how each settlement and citizen fits into the whole.
The GM conducts the following steps to determine a world's population and technology:
As explained on the table, the GM determines the Development Value based on the world's atmosphere, temperature, and hydrograph percentage. The GM rolls two dice and adds the Development Value to the result. He then locates this sum on the table and records the listed information on the World Log. For example, a resource rich world with a thin atmosphere, 75° temperature, hydrograph of 40% that is 20 light years from Sol would have a Development Value of 11. Rolling a 15 on two dice and adding the Development Value of 11 would yield a result of 26, which indicates a minor state, a population of 1 billion, a Law Level of 4, a Spaceport Class of 3, and a Civ Level range of 6–8. The GM should choose an appropriate Civ Level from the range given.
| two dice |
settlement status | human pop. |
law level |
space port |
civ level range |
|---|---|---|---|---|---|
| 0 | Uncharted | 0 | 0 | 0 | None |
| 1 | Unexplored | 0 | 0 | 0 | None |
| 2 | Unexplored | 0 | 0 | 0 | None |
| 3 | Unexplored | 0 | 0 | 0 | None |
| 4 | Explored and Abandoned | 10 | 0 | 0 | 1–2 |
| 5 | Explored and Abandoned | 100 | 0 | 0 | 1–2 |
| 6 | Abandoned Pioneer Colony | 200 | 0 | 0 | 1–3 |
| 7 | Active Exploration | 100 | 0 | 0 | 1–4 |
| 8 | Active Exploration | 1,000 | 1 | 0 | 2–4 |
| 9 | Active Exploration | 2,000 | 1 | ½ | 2–4 |
| 10 | Pioneer Colony | 1,000 | 1 | 0 | 1–4 |
| 11 | Pioneer Colony | 10,000 | 1 | ½ | 2–5 |
| 12 | Pioneer Colony | 20,000 | 2 | ½ | 2–5 |
| 13 | Subsidized Scientific Colony | 10,000 | 1 | ½ | 4–6 |
| 14 | Subsidized Scientific Colony | 100,000 | 2 | 1 | 4–6 |
| 15 | Subsidized Scientific Colony | 200,000 | 2 | 1 | 5–7 |
| 16 | Subsidized Working Colony | 100,000 | 2 | 1 | 3–5 |
| 17 | Subsidized Working Colony | 1 Million | 2 | 2 | 4–6 |
| 18 | Subsidized Working Colony | 2 Million | 3 | 2 | 4–6 |
| 19 | Self-Sufficient Colony | 1 Million | 2 | 2 | 4–7 |
| 20 | Self-Sufficient Colony | 10 Million | 3 | 2 | 5–7 |
| 21 | Self-Sufficient Colony | 20 Million | 3 | 3 | 5–7 |
| 22 | Full-Tech Colony | 10 Million | 3 | 2 | 5–8 |
| 23 | Full-Tech Colony | 100 Million | 3 | 3 | 6–8 |
| 24 | Full-Tech Colony | 200 Million | 4 | 3 | 6–8 |
| 25 | Minor State | 100 Million | 4 | 3 | 6–8 |
| 26 | Minor State | 1 Billion | 4 | 3 | 6–8 |
| 27 | Minor State | 2 Billion | 4 | 4 | 7–8 |
| 28 | Major State | 1 Billion | 4 | 4 | 7–8 |
| 29 | Major State | 3 Billion | 4 | 4 | 8 |
MODIFIERS:
|
|
|
|
Procedure: Take the appropriate number from each of the columns and add them together. If the world is resource rich, double this total (Exception: If the total is negative, and the world is resource rich, divide the total by two, rounding toward zero.) Subtract the world's star's distance from Sol from this new total. The result is the Development Value. Roll two dice and add the Development Value to the roll, and apply this result to the Table.
The human settlement of a world may be in any of the following states:
Uncharted. Never mapped; unnamed.
Unexplored. Charted, but not traversed.
Explored and Abandoned. Surface has been traversed, but colonization never occurred; GM's discretion as to why not.
Abandoned Pioneer Colony. Colonization was started, but environment proved too harsh or resources dried up.
Active Exploration. Extant investigation by one or more groups; no governmental structure as yet.
Pioneer Colony. Just beginning to establish permanent population and develop resources; federation begins to take notice.
Subsidized Scientific Colony. Taking in much more raw material than it produces, but interest in the world's secrets and potentials make the output of knowledge a sufficient payoff. Federal presence exists.
Subsidized Working Colony. Takes in more than it produces, but shows promise of becoming a profitable commercial venture. Federal presence.
Self-sufficient Colony. Stands on its own economically and accordingly draws the attention of the federation consistently.
Full Tech Colony. Commercial hub of a few systems, but has not yet been recognized as a minor state; the federation has not released the control it exercises.
Minor State. Commercial hub of a few systems, but federation has relinquished control to the point where the system operates more or less on its own.
Major State. Major commercial center of many systems. Federation does little except keep a watchful eye open.
The GM should use the human population figure as a guide. The total number of humans indicated is an approximate figure that the GM should adjust as he sees fit. This population may be divided into any social and/or political factions that are consistent with the world's settlement status.
The languages that any population may speak, are chosen by the GM. As is mentioned in 1.0, there are a variety of languages, and this choice should be integrated into the overall flavor of the settlement.
It is to be assumed that any official federation representatives will speak Universal, as will most local law enforcement and governmental officials.
Throughout the universe, the laws have remained the same. The actions that are criminal in one sector are criminal to the same degree in another. What varies is the intensity and quality of enforcement and the way punishment is meted out. The Law Levels and their effects follow:
1. A cavalier attitude toward justice; the maximum punishment for capital offenses is incarceration for a short time. Very often a fine is the only penalty prescribed. Illegal weapons or items are simply confiscated. Very few enforcement agents are present.
2. The quality of justice varies with the individual agent. The maximum punishment for capital offenses is heavy fining and in- carceration. Illegal weapons or items may result in imprisonment. The number and quality of law enforcement agents rises.
3. The judicial system is fair and reasonably accurate. The maximum punishment for capital offenses varies in proportion to the illegal act. Illegal weapons or items will result in imprisonment. Enforcement agents are seen regularly.
4. The search for truth and justice supersedes all else. Maximum punishment for capital offenses is death. Illegal weapons or items will result in long term imprisonment. Highly intelligent enforcement agents abound.
5. Strict adherence to judicial codes and practices results in accurate justice meted out swiftly. Maximum punishment for capital offenses is death. Possession of illegal weapons or items may be classified as a capital offense. Enforcement is of the highest quality and training. This level occurs only in Class 4 Spaceports and on Earth.
The Law Level of a world also influences the distribution of encounters concerning law enforcement agents. The Enforcer Encounter Table indicates how often an encounter should be with a local law enforcer of some type.
These agents represent local authorities who will be inspecting parcels, luggage, equipment; looking out for trespassers; protecting the rights of citizens; apprehending criminals; and so forth. See 27.0 and Adventure Guide section 36.0.
[25.4] Enforcer Encounter Table| law level |
frequency |
|---|---|
| 0 | No authorities |
| 1 | 1 out of 8 encounters |
| 2 | 1 out of 5 encounters |
| 3 | 1 out of 4 encounters |
| 4 | 1 out of 3 encounters |
| 5 | 1 out of 2 encounters |
Spaceports orbit around the world they serve, acting much in the same fashion as the 20th Century airport. Worlds with a Spaceport Class of ½, however, have no orbital station; rather, they have a landing strip on the surface. Thus, ships that are not streamlined, cannot land there. Orbital stations have a shuttle service to the world's surface; the number of flights per day equals the square of the Spaceport Class.
The Spaceport Class also affects the degree of trade and commerce a world can engage in. The Spaceport Classes are:
0. No facility whatsoever.
½. Landing strip on the world surface. Energy for emergency use only. No security force stationed. Administered by one or two people. No repair service at all.
1. Energy is sometimes (50% chance) available. No repair service, A small federal detachment administers (10–15 people).
2. Energy is usually (85%) available. May repair superficial or light damage to pods and spaceships; a few used ships and pods may be available. No hyperjump maintenance. A full federal customs and security detachment (50–150 people). If it is the major port in the system, it includes an Astroguard patrol squadron.
3. Energy is always available. May repair superficial, light, or heavy damage to spaceships or pods; many standard ship types and pods are available. Hyperjump maintenance available at a Psionic Institute (see 10.5). Reinforced federal customs security, and administrative force (200–500 people). Astroguard patrol squadron present. If the major port in a system, it also includes a federal navy force.
4. Energy always available. May repair any type of damage; full ship construction available. Hyperjump maintenance is available at a Psionic Institute (see 10.5). It is the center of federal activity; endless customs, security, and administrative forces (500–2,000 people). Astroguard command post. Federal naval command (fleet headquarters).
5. Earth. Same as Class 4, but also includes the federal headquarters from which all military forces are administered.
If a spaceport is the highest class in a system, it is also considered the center of the federal administration of the system itself. The population of a world includes the population inhabiting the spaceport.
The Spaceport Class affects the type of trading route existing between the world and other worlds within the system, and between the system and other star systems (see Chapter VIII).
The Civ Level of a world corresponds roughly to centuries in Earth's past and indicates the level of industrial output of the world. It does not necessarily indicate the sophistication of the population, nor does it reflect the intelligence of the individuals living on the world. A scientific colony, for instance, would have all the latest equipment, but would not be able to survive if the equipment broke down; they need their technology imported.
The Civ Levels and their corresponding Earth Centuries are:
Level 1 (1600)
Level 2 (1700)
Level 3 (1800)
Level 4 (1900)
Level 5 (2000)
Level 6 (2100)
Level 7 (2200)
Level 8 (2300)
Any experimental equipment or scientific breakthroughs developing during play would be considered Civ Level 9.
Most individuals found on any world will be aware that high-tech items exist, and such items may be found on those worlds. However, in order to maintain or produce those items, the world must be of an equivalent or higher Civ Level.
The GM rolls percentile dice the number of times indicated and applies any modifiers indicated on the Table. Every resource generated should be recorded on the World Log, along with the number of environs in which the resource appears. Note that rolling a resource twice indicates that resource is abundant; rolling it once indicates the resource is limited. A resource cannot be rolled more than twice; if one is generated a third time, the dice are re-rolled. Rolling a site (S) listing twice equals one environ listing.
After the correct number of rolls have been conducted for the world, the resources are placed in the various environs of the world or at sites as indicated. All placements are the province of the GM. Once the resources are placed, the lettered results of each resource generated are examined. Every lettered result for the world's Civ Level and all lower Civ Levels apply for that resource on this world. These lettered results are explained on the World Resource Table. If no letters exist for a resource at a given Civ Level, that resource has not been discovered.
Example: One of the 13 rolls on an Earth-like size 5, resource rich world results in chromium existing in one environ. The Civ Level of the world is 5, so the lettered results A, S, R, and D apply to chromium there.
The GM should use the explanation of the lettered results as both factual information and as guidelines concerning the industrial output of the world, in terms of what the world does and does not produce. The explanations will guide the GM in general, and do imply specific incidents in the history of the world. Logic should rule all ambiguous situations, and the world's consistency should be maintained.
For example, using the world generated above, chromium lettered results indicate the resource has been discovered in every environ in which it occurs (as per result A); the D result is superseded by the A result; chromium has been refined in every environ in which it occurs (result R). Also, if iron is available, chromium has been used to manufacture Level 5 impact armor (result S). If the world settlement status was that of a subsidized scientific colony, for example, the GM would have to decide how much (if any) impact armor is being manufactured and whether the armor can be repaired there. Given the nature of a subsidized scientific colony, the answer might be that enough is manufactured for repair only.
The resources and Civ Level on a world affect what products are available on the world and what prices are asked for those items (see 18.0). The World Resource Table lists prices for all resources in a refined state. For trading purposes, it is wiser to sell products or resources to worlds where their availability is limited or nil. Prices for resources in a raw state are one-half to one-quarter their price in a refined state.
See Table 25.8.
| nr. of environs | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| percentile dice |
price | resource | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | earthlike | tolerable | hostile |
| 1–8 | 0.5/T | Iron | A | R | M,JJ | - | - | - | - | - | - | - | 7 |
| 9–14 | 2.0/T | Aluminum | - | - | A,R | L, G | - | - | - | - | - | - | 6 |
| 15–19 | 40.0/T | Radioactives | - | - | - | D | A, F | - | - | - | - | - | 5 |
| 20–23 | 3.5/T | Copper | D, R | - | A | - | - | X | - | KK | - | - | 4 |
| 24–26 | 10.0/T | Chromium | - | - | D | S,R | A | NN | - | - | - | - | 3 |
| 27–29 | 0.5/K | Silver | D | - | A | P | - | - | - | - | - | 3 | 3 |
| 30 | 1.0/G | Gold | D | - | - | - | - | AA | - | - | - | 1 | 1 |
| 31 | 1.0/G | Platinum | - | D | A | R | C | - | - | - | - | 1 | 1 |
| 32–33 | 10.0/T | Titanium | - | - | - | D | Z,J | A,Y | - | - | - | 2 | 2 |
| 34–35 | 50.0/T | Cesium | - | - | - | D | F,H | A | - | - | - | 1 | 1 |
| 36–37 | To 21/T | Other Metals1 | - | - | D | - | - | A,N | - | KK | - | 2 | 2 |
| 38–40 | 15.0/T | Ammonia | A | - | - | K | LL | - | - | - | - | 1 | 1 |
| 41 | 2.0/G | Magnetic Monopoles | - | - | - | - | - | E | D,V | A | - | S | S |
| 42 | 1.0/G | Crystals | - | D | - | - | - | A,MM | - | - | - | S | S |
| 43–45 | 1.0/T | Phosphorus | - | - | - | D,R | A,W | - | - | - | - | 3 | 3 |
| 46–47 | 2.0/T | Germanium | - | - | - | D,R | - | A,EE | - | - | - | 2 | 2 |
| 48 | 2.0/T | Silicon | - | - | D | R,CC | A | - | - | - | - | 2 | 2 |
| 49–50 | To 4/T | Other Non-Metals2 | - | - | - | D,R | BB | - | A,V | - | - | 3 | 3 |
| 51–57 | 0.5/T | Iron | A | R | M,JJ | - | - | - | - | - | 4 | 4 | 7 |
| 58–63 | 2.0/T | Aluminum | - | - | A,R | L,G | - | - | - | - | 3 | 3 | 6 |
| 64–68 | 40.0/T | Radioactives | - | - | - | D | A,F | - | - | - | 2 | 2 | 5 |
| 69–72 | 3.5/T | Copper | D,R | - | A | - | - | X | - | KK | 2 | 2 | 4 |
| 73–75 | 10.0/T | Chromium | - | - | D | S,R | A | NN | - | - | 1 | 2 | 3 |
| 76–78 | 0.5/K | Silver | D | - | A | P | - | H,MM | - | - | 1 | 3 | 3 |
| 79 | 1.0/G | Gold | D | - | - | - | - | AA | - | - | S | 1 | 1 |
| 80 | 1.0/G | Platinum | - | D | A | R | C | - | - | - | S | 1 | 1 |
| 81–82 | 10.0/T | Titanium | - | - | - | D | Z,J | A,Y | - | - | 1 | 2 | 2 |
| 83 | 50.0/T | Cesium | - | - | - | D | F,H | A | - | - | S | 1 | 1 |
| 84–85 | To 21/T | Other Metals1 | - | - | D | - | - | A,N | - | KK | 1 | 2 | 2 |
| 86–88 | 1.0/T | Phosphorus | - | - | - | D,R | A,W | - | - | - | 1 | 3 | 3 |
| 89–90 | 2.0/T | Germanium | - | - | - | D,R | - | A,EE | - | - | 1 | 2 | 2 |
| 91–93 | 2.0/T | Silicon | - | - | D | R,CC | A | - | - | - | 1 | 2 | 2 |
| 94–98 | To 4/T | Other Non-Metals2 | - | - | - | D,R | BB | H,MM | A,V | - | 2 | 3 | 3 |
| 99 | 1.0/T | Exotic Spices | - | A | D | LL | - | - | - | - | S | S | S |
| 100–104 | 5.0/T | Organic Chemicals (carbon) | - | - | D,FF | A,U | - | - | - | - | 3 | 3 | S |
| 105–109 | 1.0/T | Organic Chemicals (nitrogen) | - | D | A,HH | - | - | - | - | - | 3 | 3 | - |
| 110–113 | 3.0/T | Light fiber plants | D,T | A | - | - | - | - | - | - | 2 | 2 | - |
| 114–119 | 0.8/T | Wood-like Plants | D,Q | A | FF | - | - | - | - | - | 3 | 3 | - |
| 120–122 | variable | Arable Land | D | A,GG | - | B | - | - | - | - | 7 | 2 | - |
| 123–124 | To 5.0/T | Edible plants | - | D,GG | A,B | - | - | - | - | - | 5 | 1 | - |
| 125 | To 1.0/T | Edible game | D,DD | - | A | - | - | - | - | - | 3 | S | - |
| 126–137 | variable | Arable Land | D | A,GG | - | B | - | - | - | - | 7 | - | - |
| 138–146 | To 5/T | Edible plants | - | D,DD | A,B | - | - | - | - | - | 5 | - | - |
| 147–150 | To 1/T | Edible game | D,DD | - | A | - | - | - | - | - | 3 | - | - |
Modifiers: Add 25 if world is Tolerable; add 50 if world is Earth-Like.
Roll a number of time equal to the World Size if resource poor; roll a number of times equal to the World Size +8 if resource rich.
Price: Given in thousands of Credits per gram, kilo, or ton. To #/T: Price fluctuates from that figure, down 50%. Variable: Price varies extremely, depending on availability on the world.
Notes: 1. These include such metals as adamantine, beryllium, erbium, gadolinium, lead, manganese, mercury, nickel, potassium, rubidium, strontium, tin, and zinc. 2. These include such non-metals as argon, barium, chlorine, cobalt, fluorine, helium, iodine, krypton, sulfur, and xenon. S: Site.
See 25.7 for detailed explanation of use.
If a resource is not rolled, it does not exist on the world; if rolled once, the resource is in limited supply on the world; if rolled twice,the resource is in abundant supply on the world; if rolled more than twice, reroll the extra rolls.
After the resources of a world are determined, the Civ Level of the world is used to determine the development of those resources. Any letter codes listed under the Civ Level and lesser Civ Levels apply to the resource; locate the applicable letter codes below and note the information on the World Log.
Many letter code results indicate that a specific type of product is manufactured on the world. Such results do not automatically mean that all products of that type arc readily available; the Civ Level of product must still be less than or equal to the Civ Level of the world. Example: Result G indicates that simple aircraft are manufactured; however, if the Civ Level of the world was less than 6, a Dragonfly glider would not be manufactured there. Also, many results indicate that more than one resource is required to manufacture a product.
All types of equipment, robots, spaceships, and vehicles are covered in these results, individually or in groups. Each result indicates that a product is manufactured or exported (that is, manufacture exceeds local demand) if the requisite resources are in limited or abundant supply. A product that is not manufactured on a world will generally cost more there than its base price (a +30 modifier is applied to the Actual Price Table, 18.0). A product that is manufactured will generally cost the same as its base price (no modifier is applied to the Actual Price Table). A product that is exported will generally cost less than its base price (a −30 modifier is applied to the Actual Price Table).
If the players are selling or buying large quantities of resources, the Actual Price Table may be used in the same way. If the resource does not exist on the world, apply a +30 modifier; if the resource is limited, apply no modifier; if the resource is abundant, apply a -30 modifier.
A. The resource has been discovered in every environ and site in which it exists on the world (ignore result D).
B. Vegetables and Fruit. Manufactured if edible plants or arable land limited. Exported if edible plants abundant.
C. Chemistry Equipment (Chem Labs and Chem Synthesizers). Manufactured if platinum limited. Exported if platinum abundant and iron limited (or abundant).
D. The resource has been discovered in about half the environs and/or sites in which it occurs; specific locations are up to the GM.
E. Psionic Equipment (Psionic Rigs, Jump Pods, Augmented Jump Pods, Hunter Pods and Explorer Pods). Psionic Rigs manufactured if magnetic monopoles limited. Psionic Rigs exported and psionic pods manufactured if magnetic monopoles, other metals, and iron limited. Psionic pods exported if magnetic monopoles, other metals, iron abundant.
F. Energy for sub-light spaceship drives and fission power plants. Manufactured if radioactives limited. Exported if radioactives abundant. The availability of spaceship energy also depends on the Spaceport Class (see 25.5).
G. Simple Aircraft (Dragonfly, Ornithopter, Propeller Plane, Helicopter). Manufactured if aluminum and iron limited. Exported if aluminum and iron abundant.
H. Holographic Equipment (Superoid Camera, Holographer, Robot Holographer System). Manufactured if other non-metals or cesium limited. Exported if iron, other nonmetals, and cesium limited (or abundant).
J. Jet Aircraft (Jet pack, Jet, Air Car, Shuttle). Manufactured if titanium and iron limited. Exported if titanium and iron abundant.
K. Fertilizers. Manufactured if ammonia limited. Exported if ammonia abundant.
L. Land and Marine Vehicles (vehicles in 21.1 and 21.2 except those with an armor rating above 4). Manufactured if aluminum and iron limited. Exported if aluminum and iron abundant.
M. Tech Kits (all those listed in 22.0 and Rock Blaster). Manufactured if iron limited. Exported if iron abundant and any resource required to manufacture product repaired by kit abundant.
N. Unarmored Spaceship Hulls and Pods. Manufactured if iron and other metals limited. Exported if iron and other metals abundant. Available only on worlds with Class 3, 4, or 5 spaceports.
P. Recording Equipment (Audio Recorder, Still Camera, Robot Recorder System). Manufactured if silver limited. Exported if silver abundant and iron limited.
Q. Wood Products and Structures. Manufactured if wood-like plants limited. Exported if wood-like plants abundant.
R. Facilities exist to refine resource wherever it has been discovered. If iron is refined, simple tools, bows, blades and metal cages are manufactured (but not exported).
S. Impact Body Armor (Impact Armor, Armor Vest, Civ Level 6 Respirator Helmet). Manufactured if chromium limited. Exported if chromium abundant and iron limited.
T. Textiles and clothes. Manufactured if light fiber plants limited. Exported if light fiber plants abundant.
U. Vision equipment and plastics (Internal Gravity Web, Plastic Pistols, Super Cage, and all Vision Equipment in 22.0). Manufactured if organic chemicals (carbon) limited. Exported if organic chemicals (carbon) abundant and iron limited.
V. Robot Systems (except those in H, P, BB). Manufactured if magnetic monopoles or other non-metals limited. Exported if magnetic monopoles, other non-metals, and iron limited.
W. Artillery and heavy ammunition (spaceship weapons and missiles). Manufactured if phosphorous and iron are limited. Exported if phosphorous, radioactives, and iron are abundant.
X. Robot Chassis. Manufactured if copper and iron limited. Exported if copper and iron abundant, and other non-metals limited.
Y. Armored Spaceship Hulls and Pods. Manufactured if iron and titanium limited. Exported if iron, titanium and other metals abundant. Available only on worlds with Class 3, 4, or 5 spaceports.
Z. Armored Land Vehicles (all vehicles in 21.1 with an armor rating above 4). Manufactured if iron and titanium limited. Exported if iron, titanium, and aluminum abundant.
AA. All Body Armor (all armor in 20.0). Manufactured if gold and iron limited. Exported if gold limited, iron limited, and chromium limited.
BB. Computer systems (Business Computer, Audio-sealed Case, and all robot systems composed only of software). Manufactured if other non-metals limited. Exported if other nonmetals abundant and iron limited.
CC. Communications equipment (Identity and False Identity papers, all communications equipment in 22.0). Manufactured if silicon limited. Exported if silicon abundant and iron limited.
DD. Meat. Manufactured if edible game limited. Exported if edible game abundant.
EE. Scientific Equipment (all labs and scanners in 22.0 except Chem Labs and Synthesizers). Manufactured if Germanium limited. Exported if Germanium abundant and iron limited.
FF. Fossil Fuels. Manufactured if woodlike plants or organic chemicals (carbon) limited. Exported if woodlike plants and organic chemicals (carbon) abundant.
GG. Grain. Manufactured if arable land or edible plants limited. Exported if edible plants abundant.
HH. Explosives and Ammunition (plastic explosives, all grenades, projectile bullets, needle bullets). Manufactured if organic chemicals (nitrogen) limited. Exported if organic chemicals (nitrogen), phosphorous and iron limited.
JJ. Projectile Weapons (Pistol, Needle Pistol, Machine Gun, Submachine Gun, Rifle, Carbine, Needle Rifle). Manufactured if iron limited; exported if abundant.
KK. Force Fields (Stun Pistol, Force Cage, Personal Force Field and energy pack, Spaceship Forcefield). Pistols, Cages and Personal Fields manufactured if copper or other metals limited. Pistols, Cages and Personal Fields exported, and Spaceship Fields manufactured if copper, other metals and iron limited. Spaceship Fields exported if copper, other metals and iron abundant.
LL. Medicines, drugs and poisons. Manufactured if exotic spices or ammonia limited. Exported if exotic spices or ammonia abundant.
MM. Beam Weapons (Paint Gun, Arc Gun, Needle Pistol, energy packs for same). Manufactured if other non-metals or crystals limited. Exported if other non-metals, crystals and iron abundant.
NN. Expedition Suits. Manufactured if chromium limited. Exported if chromium abundant and iron limited.
PP. Direct Lift Aircraft (Levitator, Floater, Skimmer). Manufactured if magnetic monopoles and iron limited. Exported if magnetic monopoles limited, aluminum limited and iron abundant.
The GM assigns population to the environs of the world in any way he sees fit, so long as the total population assigned to all the environs equals the population as indicated on the World Development Table. The population of an environ is recorded by placing a number from 0 to 9 in the environ. This number represents a power of 10. Thus, if a 5 were recorded in a space, its population would be 100,000. A population level between one exponent and the next may be recorded by writing a multiple before the exponent. Thus, 3/5 would represent 300,000. While assigning population to a world, the following restrictions must be adhered to.
The GM should relate the population centers on the world to various resource concentrations of sites of interest in a logical, consistent fashion.