Savage Worlds a la Traveller
Nov 6, 2012 18:45:36 GMT -8
Post by savagedaddy on Nov 6, 2012 18:45:36 GMT -8
Traveller World Generation
I"m aware that there is a serious volume of fluff regarding planets and star systems. However, I wanted to present a Savage Worlds mechanic should anyone be interested in creating a generic Traveller homeworld. The end product can be assigned to any existing planet or system stat block by a GM.
The Quick n Dirty Version
Using a standard deck with both jokers left in, deal 4 cards face-up left to right. With the exception of Deuces and Jokers, you may discard one card, and draw from the deck. Assign the 4 cards in your hand in the following order:
The Detailed Version
Six basic planetary characteristics are generated using Savage Worlds die types. These characteristic create a DM (dice modifier) for assigning a Tech Level.
System Contents: Deal 4 cards from a standard deck with both Jokers. Assign them in order, left to right.
1st Card = Starport: Joker (A), Ace(B),Ten C), Jack-King D), Five-Nine (E), Deuce-Four (X)
2nd Card = Naval Base: If 1st Card =E or X, skip this step. Face Cards (Yes), Joker/Number Cards (No).
3rd Card = Scout Base: If 1st Card =C, D, E or X, skip this step. Face Cards (No), Joker/Number Cards (Yes).
4th Card = Gas Giant: Deuce-Queen (Yes), Joker/Ace (No).
Planet Size: Roll 1d12-1
Asteroid (0), Low-G (1-5), Standard-G (6-8), High-G (9-10), or Very High-G (11+).
Hydrosphere: Roll 1d12 -7+ Planet Size
Desert - No Standing Water (0), 10% - 90% H2O (1-9), Water World - No Land Masses (10)
Atmosphere: Roll 1d12 -7 + Planet Size
None (0), Trace (1), Very Thin, tainted (2), Very Thin (3), Thin, tainted (4), Thin (5), Standard (6), Standard, tainted (7), Dense (8), Dense, tainted (9), Exotic (10), Corrosive (11), Insidious (12)
Population: Roll 2d6-2 (number of inhabitants)
None (0), 10s (1), 100s (2), 1,000s (3), 10,000s (4), 100,000s (5) Millions (6), 10s of Millions (7), Hundreds of Millions (8), Billions (9), 10s of Billions (10)
Government: Roll 1d20-5
No Government (0), Company/Corporation (1), Citizen Democracy (2), Self-Perpetuating Oligarchy (3), Representative Democracy (4), Feudal Technocracy (5), Colonial Government (6), Balkanization (7), Civil Service Bureaucracy (8), Impersonal Bureaucracy, Dictator (9), Charismatic Dictator (10), Non-Charismatic Leader (11), Charismatic Oligarchy (12), Religious Dictatorship (13+)
Law Level: Roll 1d10-1
No prohibitions (0), Body pistols undetectable by standard detectors, explosives, and poison gas prohibited (1), Portable energy weapons prohibited. Ship's gunnery not affected (2), Weapons of a strictly military nature prohibited (3), Light assault weapons prohibited (4), Concealed firearms prohibited (5), Most firearms (all except shotguns) prohibited. The carrying of any type of weapon openly is discouraged (6),
Shotguns are prohibited (7), Long bladed weapons controlled and open possession prohibited (8), Public possession outside the home is prohibited (9)
Tech Level: Add applicable DMs (dice modifiers per) below.
Starport: A (+6), B (+4), C (+2), X (-4), Atmosphere: (0-3 or 10-14)+1, Hydrosphere: (9-10)+2, Population: (1-5)+1 / (9)+2 /(10)+4, Government: (0,5)+1/(13)-2
Tech Level (Roll 1d20 +/- DMs) :
Primitive (0-1), Low (4-6), Mid-Tech (7-9), Average (10-12), High (12-13), Ultra-Tech (16+)
I"m aware that there is a serious volume of fluff regarding planets and star systems. However, I wanted to present a Savage Worlds mechanic should anyone be interested in creating a generic Traveller homeworld. The end product can be assigned to any existing planet or system stat block by a GM.
The Quick n Dirty Version
Using a standard deck with both jokers left in, deal 4 cards face-up left to right. With the exception of Deuces and Jokers, you may discard one card, and draw from the deck. Assign the 4 cards in your hand in the following order:
- 1st Card = Starport: Joker (A), Ace (B), Ten (C), Jack-King (D), Five-Nine (E), Deuce-Four (X)
- 2nd Card = Naval Base: If 1st Card =E or X, skip this step. Face Cards (Yes), Joker/Number Cards (No).
- 3rd Card = Scout Base: If 1st Card =C, D, E or X, skip this step. Face Cards (No), Joker/Number Cards (Yes).
- 4th Card = Tech Level: Joker (16+1d4 ), Ace (11+1d4), Ten-King (7+1d4), Five-Nine (1d8-2), Deuce-Four (1d4-1)
The Detailed Version
Six basic planetary characteristics are generated using Savage Worlds die types. These characteristic create a DM (dice modifier) for assigning a Tech Level.
System Contents: Deal 4 cards from a standard deck with both Jokers. Assign them in order, left to right.
1st Card = Starport: Joker (A), Ace(B),Ten C), Jack-King D), Five-Nine (E), Deuce-Four (X)
2nd Card = Naval Base: If 1st Card =E or X, skip this step. Face Cards (Yes), Joker/Number Cards (No).
3rd Card = Scout Base: If 1st Card =C, D, E or X, skip this step. Face Cards (No), Joker/Number Cards (Yes).
4th Card = Gas Giant: Deuce-Queen (Yes), Joker/Ace (No).
Planet Size: Roll 1d12-1
Asteroid (0), Low-G (1-5), Standard-G (6-8), High-G (9-10), or Very High-G (11+).
Hydrosphere: Roll 1d12 -7+ Planet Size
Desert - No Standing Water (0), 10% - 90% H2O (1-9), Water World - No Land Masses (10)
Atmosphere: Roll 1d12 -7 + Planet Size
None (0), Trace (1), Very Thin, tainted (2), Very Thin (3), Thin, tainted (4), Thin (5), Standard (6), Standard, tainted (7), Dense (8), Dense, tainted (9), Exotic (10), Corrosive (11), Insidious (12)
Population: Roll 2d6-2 (number of inhabitants)
None (0), 10s (1), 100s (2), 1,000s (3), 10,000s (4), 100,000s (5) Millions (6), 10s of Millions (7), Hundreds of Millions (8), Billions (9), 10s of Billions (10)
Government: Roll 1d20-5
No Government (0), Company/Corporation (1), Citizen Democracy (2), Self-Perpetuating Oligarchy (3), Representative Democracy (4), Feudal Technocracy (5), Colonial Government (6), Balkanization (7), Civil Service Bureaucracy (8), Impersonal Bureaucracy, Dictator (9), Charismatic Dictator (10), Non-Charismatic Leader (11), Charismatic Oligarchy (12), Religious Dictatorship (13+)
Law Level: Roll 1d10-1
No prohibitions (0), Body pistols undetectable by standard detectors, explosives, and poison gas prohibited (1), Portable energy weapons prohibited. Ship's gunnery not affected (2), Weapons of a strictly military nature prohibited (3), Light assault weapons prohibited (4), Concealed firearms prohibited (5), Most firearms (all except shotguns) prohibited. The carrying of any type of weapon openly is discouraged (6),
Shotguns are prohibited (7), Long bladed weapons controlled and open possession prohibited (8), Public possession outside the home is prohibited (9)
Tech Level: Add applicable DMs (dice modifiers per) below.
Starport: A (+6), B (+4), C (+2), X (-4), Atmosphere: (0-3 or 10-14)+1, Hydrosphere: (9-10)+2, Population: (1-5)+1 / (9)+2 /(10)+4, Government: (0,5)+1/(13)-2
Tech Level (Roll 1d20 +/- DMs) :
Primitive (0-1), Low (4-6), Mid-Tech (7-9), Average (10-12), High (12-13), Ultra-Tech (16+)