(West End Games Star Wars D6) Planet Generation System [From Galaxy Guide 1]

The rules below are implemented in the Star Wars WEG D6 Planet Generator

The Planet Generation System is designed to help gamemasters design exciting and fun new worlds for Star Wars: The Roleplaying Game. The system emphasizes the creation of unusual and memorable settings for roleplaying adventures, without requiring the gamemaster to generate reams of technical data. We hope it inspires great new worlds for your adventures ...

Ready To Begin

The gamemaster will need several six-sided dice, a pencil, and photocopies of the Planet Log (page 80). It is also advisable to have a notebook set aside to record the ideas that come to mind.

The gamemaster can use the die charts found in this chapter to randomly generate worlds from scratch. Alternately, the gamemaster can use this rules section as a merely inspirational tool, using the descriptions and ideas herein as a baseline from which a comprehensive, detailed world emerges. The second method takes more time and consideration, but is also more satisfying.

Keeping It Space Opera

When dealing with a science fiction roleplaying game, it’s very easy to spend too much time designing one planet. After all, from our own experience, our home world is incredibly intricate and immensely interesting and the Star Wars galaxy has millions of stars with worlds equally diverse and fantastic.

However, the nature of Star Wars necessitates hopping to two, three, four or even more new planets in the course of an adventure. This system is designed to help gamemasters generate the most important and interesting details of a new planet, and makes a number of assumptions:

Planet Function

Since Star Wars is space opera, and leans heavily toward action and strong story telling, the most important aspect to players is what can be found or explored on the planet. The following results give some indication as to what types of industries and activities are common on a particular planet. For greater diversity, the gamemaster may roil on this chart multiple times.

To determine the planet function, roll two six sided dice. Read each number separately (this is a six-sided percentile system; do not add them together for a total). This generates totals between 11 and 66. It is best to use two different color dice (say, red and blue), reading one color die before the other. For example, if you're reading the red die first, and you roll a ‘3’ on the red die and a ‘2’ on the blue die, your roll is a ‘32' (Hidden Base planet).

11: Abandoned Colony

This is a planet that was settled by another planet, a company or some other wealthy instituion. Then, for some reason, the colony was left behind: the homeworld could have been struck by plague or war, or the company could have run out of money. The planet might have been evacuated (only leaving ruins), or supply ships just never arrived, in which case the colonists were on their own: they may have devolved into barbarism and anarchy.

12: Academic

Educational institutions are what is most important to the economy of this planet. Academic worlds typically have many universities and colleges, which may be private, corporate or state run.

Options for low Tech Level worlds are varied: the university was purposefully established to remove students from the temptations of modern comforts. Or, the natives may have had some contact with free-traders, and have committed all of their efforts to unlocking the secrets of modern technology.

This result doesn’t necessarily mean academic work towards a degree. Trade schools, institutions dedicated to unlocking the secrets of the Force (these will always be well hidden since the Emperor has made it a priority to kill Force users), and survival schools are possible options.

Optional Modifiers: +1 Starport; + 1 Tech Level.

13: Administrative/Government

This world is bureaucracy at its largest. The main industry is the orderly (or at least managed) operation of a government, business, or other large institution. Imperial Sector Capitals often qualify for this designation, but the homeworlds of major, galaxy-spanning corporations and institutions such as BoSS (Bureaus of Ships and Services) may also be considered Administrative in nature. Low Tech Level planets could also be administrative, especially if the economy is directed entirely by the government.

Optional Modifiers: +1 Starport; + 1 Tech Level.

14-21: Agriculture

This planet is dedicated to the production of food. The types of products can include grains, vegetables, fruits, meats, vitamins, dietary supplements, and water. Many ocean planets also rely on agriculture, through fishing or algae and vitamin farms.

Incompatible Conditions: Asteroid Belt, Artificial Planet Type; Barren Terrain

22: Colony

This planet has been established and sponsored by another, more developed planet or corporation. Colonies are generally dependent upon the sponsor for supplies, and typically are subservient to its dictates. Colony worlds aren’t independent entities, although there may be a separatist movement. Colony planets generally produce goods only for consumption by the sponsor, and thus are often prevented from developing a self-sufficient economy or acquiring significant wealth. Many colonies are devoted to Agriculture and Mining.

23: Disaster

Disaster planets have gone through cataclysmic changes that have dramatically altered the world’s history. The event could have been a war that used atomic weapons, a plague, an industrial accident, a collision with a large stellar body (such as an asteroid) or a dramatic change in the nature of the system’s star (such as when stars balloon into red giants, incinerating all of the inner planets and drastically changing the climate of the surviving worlds).

The disaster could have occurred just a few years ago (generally making the world very dangerous), or it could have happened decades or eons ago (in which case the danger from the actual disaster may have passed, but the aftermath could be devastating).

Optional Modifiers: (If recent calamity) -3 Spaceport; -2 Tech Level; +3 Atmosphere.

24: Entertainment

This planet’s business is show business. Holovids, musical groups and the businesses that distribute their works to the general public are dominant here. Some planets specialize in sporting events (such as swoop races), amusement parks, gambling or tourism.

25-26: Exploration

This planet, and the whole system for that matter, has seldom been visited, until now, when the characters have arrived. Exploration planets tend to have primitive technology levels (if there are even sentient races). There are few urban areas, with the emphasis on dangerous wilderness. Lost artifacts from past ages may be on these planets, or there may simply be wandering tribes of aliens who are eager to trade. These planets may be rich in natural resources.

There may be some hint of galactic civilization in these systems, or on the planet in question — perhaps a secretive trader has retired here, or fugitives may be hiding from the Empire. These locales are excellent for hidden bases, or if near important trade routes, may be a convenient stopover for independent traders.

Optional Modifiers: -2 Spaceport; -2 Tech Level.

31: Hidden Base

There is a base on this planet that someone wants to keep a secret. This immediately sets up a conflict for the characters, since that someone will probably hunt them down to prevent anyone else from finding out about the base.

Alliance and pirate bases are logical choices. Other options may include the Imperial military or corporate interests (possibly a weapons or biological engineering research facility). Wealthy individuals may have a private hideaway.

32-33: Homeworld

This result means the planet is a homeworld for an established alien race. It could be Calamari (home of the Mon Calamari and the Quarren), Sullust (home of the Sullustans), or one of thousands of other homeworlds throughout the galaxy. Most of these planets have modern starports, a sophisticated trader network and a high level of technology. Almost all homeworlds of Atomic level or higher have already been subdued by the Empire unless the characters are in unexplored regions of space.

34: Luxury Goods

The planet produces luxury goods, such as liquor, finished gemstones (such as the Garnib crystals), spices, art or other goods. This planet may be self-sufficient, or may be devoted exclusively to producing the luxury good (which would requiring importing everything else).

35-41: Manufacturing/Processing

The inhabitants of this planet devote most of their time to manufacturing goods. The goods generally fit into three distinct categories: Low Tech, Mid Tech, and High Tech. These goods may be for consumption by the planet’s own residents, or they may be for export to other planets. They may be finished items, which are shipped directly to markets, or the planet may be an intermediary step, whereby the planet takes in raw materials from one planet, and then processes the material so that it can be used in the production of a finished good, which is manufactured someplace else.

Low Tech
Low-tech items are simple manufactured goods, such as handiworks, native crafts, furniture, basic medicines and woven cloth. The goods may be mass produced in factories, or may be made individually by skilled craftsmen.
Mid Tech
More complex items are produced on this planet. Textiles, mechanical weaponry (projectile weapons), pharmaceuticals, paper goods, vehicles, and primitive versions of high-tech goods, such as computers and plastics, can be manufactured on these planets. Assembly line factories are frequently necessary to produce these goods.
High Tech
Modern computers, blaster weapons, superhard plastics and alloys like transparisteel, polymers, chemicals, bioengineered life forms, advanced bioimmunal medicines, cybernetics, medical equipment, Droids, vehicles and starships are all considered high-tech goods. High-tech goods almost always require advanced manufacturing methods.
Optional Modifiers:
   Mid-Tech Planets: +2 Starport: +2 Tech Level.
   High-Tech Planets: +3 Starport; +4 Tech Level

42: Military

This planet is an important Imperial military facility. It has one or several large bases. Sector capitals, planets near strategic trade routes, Imperial ship yards, and weapons manufacturing planets have huge military bases.

Optional Modifiers: +3 Starport; +2 Tech Level

43-46: Mining

Mining planets depend upon the minerals and metals locked beneath the ground. These planets truly drive the Imperial economy, because without the raw materials there would be no starships or vehicles. Blaster gases are also mined, but are taken from gas giants (such as the Tibanna gas mine on Bespin).

Optional Modifiers: +2Starport; +1 Tech Level

51-55: Natural Resources

These planets utilize naturally occurring resources such as wood (for logging), animal skins, and glaciers (“harvested" for fresh water). Other products that could be harvested are raw materials for medicines and pharmaceuticals, and may be either plant or animal derived. This category differs from Agriculture because the products aren't food.

56: Research

These planets are used for scientific and academic research. The world may have abundant resources, but the particular company or university may have an exclusive charter and is allowed to decide who develops the planet. Research may be for purely scientific or academic knowledge, but other planets, like Gorsh, are studied for new chemical compounds with practical applications.

61: Service

Service planets tend to have a multi-classed social system and great wealth. The exclusive higher classes have control over the wealth and resources, and the lower classes provide services and goods to the wealthier individuals. Service planets tend toward direct sale to consumers, or may be devoted to banking, legal services, medical services, or financial markets.

Optional Modifiers: +1 Starport; +2 Tech Level

62-63: Subsistence

A planet with a Subsistence economy is working hard just to survive. There is little to send to other worlds to generate income, and if the planet has to import many goods, the debt could be staggering. Another option is a planet that depended upon one product which has lost a great deal of its value, and as a result, unemployment and poverty have grown dramatically in recent times.

64-66: Trade

Trade planets tend to be the most active and exciting planets in the Star Wars galaxy. They are blessed with being on a good trade route, and as a result, everyone stops here to sell goods, make deals and purchase goods for resale at other locations. Sector capitals, planets that produce many different products and planets with wealthy populations are often trade planets.

Optional Modifiers: +3Starport; +2 Tech Level.

Government

Government is the means by which a society determines what is permissible and what is forbidden. Governments can regulate business or corporate behavior, or even eliminate entities such as businesses. They can severely curb a citizen’s rights, or be very permissive.

The following results determine what type of government has been established on this planet, but it is up to the gamemaster to determine what the government in question believes in — these categories simply detail by what means the government operates. If the gamemaster wishes to generate more variety, roll on this chart multiple times to determine secondary governments or to determine a strong influence within the prime system of government.

One thing to remember is that most planets in the galaxy are under the firm control of the Empire. This chart assumes that the planet is under Imperial control (with the notable exception of the Rebel Alliance result), although many primitive planets (Feudal or Stone Tech Levels) have been left alone simply because they offer too few resources or tax revenues to be worth the effort.

Most Imperial planets have been allowed to retain their traditional form of government, but all Imperial worlds have troops and equipment deployed to help the local population remember who is in control of the situation. Many, but not all, planets have Imperial Governors who act as liaison between the Empire and the planetary government. On some worlds, the Governor has assumed control (an action well within his or her authority). Particularly troublesome worlds are often subdued by Imperial military crackdowns.

To determine the government type, use the six-sided percentile system. This generates totals between 11 and 66. It is best to use two different color dice, reading one color die before the other. For example, if you’re reading the red die first, and you roll a ‘5’ on the red die and a ‘6’ on the blue die, your roll is a ‘56’ (Representative Democracy).

11: Alliance/Federation

Several different groups (tribes, nation-states, corporations or whatever else — you decide) have formed an alliance. The degree of cooperation and the vitality of the alliance differs from situation to situation. Typical purposes for alliance include an improved economy, mutual defense, or the arrival of a situation so compelling that the different groups can put aside their problems to accomplish “a greater good.” Betrayal is always a possibility, especially if there are other competing alliances.

12: Anarchy

Anarchists stand for the individual and his or her rights above all else, including government. Anarchist governments could conceivably be quite elaborate, but would exist only to insure that each individual has complete freedom.

Anarchism is commonly perceived as a lack of law and order, and on many planets, that is indeed the truth.

13-16: Competing States

Several nation-states, tribes or corporations are actively competing for control of the planet. The intensity and type of competition varies, and can range from economic competition to open war.

21-22: Corporate Owned

This planet is owned by a corporation, trade guild or other large business interest. Most of these planets produce goods for use or resale by the parent corporation. Other Corporate planets are for the pleasure and relaxation of the executives and employees — in essence, giant recreation planets. Residents are almost always employees of the corporation, and have strict guidelines and rules to follow, such as having to pay rent on corporate housing, or being required to purchase goods only from corporate retailers.

The corporation is allowed to do whatever it likes (with the agreement of the Empire, of course). Conditions on planets are widely variable, from harsh and repressive to agreeable and comfortable.

Optional Modifiers: +3 Spaceport; +2 Tech Level.

23-24: Dictatorship

Dictatorships are commanded by a single individual, such as a charismatic military officer, or an insane politician who will execute anyone. Dictatorships are almost always repressive and intolerant of divergent political, philosophical and social views.

25: Family

The most important social organization on the planet is the family. There are a variety of possible scenarios, including a pre-tribal state, where families have little or no technology and constantly engage in warfare with each other. At higher Tech Levels, a small group of elite families could control the government, either overtly or through behind the scenes manipulation of the government in power.

26-31: Feudalism

A multi-structured social system, in which important officials (nobles or royalty) are entrusted with a specific area of land. They must manage the territory, provide tax revenues to higher-level officials and make sure that the commands of these higher-level officials are carried out.

32: Guild/Professional Organizations

The planet is controlled by a guild dedicated to the advancement of a particular occupation or philosophy. Many Trade planets are run by trade guilds (see Celanon). These guilds may also control certain portions of the government, and subtly direct the kind of legislation and decisions that are made.

33-42: Imperial Governor

This is a planet where the designated Imperial Governor has taken control, either due to civil unrest, sheer ego, or belief that the previous government was inept, disloyal or unresponsive.

43-45: Military

Military planets are controlled by either the Imperial military or a local military organization. They tend to have governments which perpetuate only the military structure, ignoring the needs and desires of the civilian populations — martial law is a way of life. Harsh, brutal crackdowns can occur with only minor provocation. Civil rights take a low priority when compared to accomplishing government goals.

46-52: Monarchy

A type of government where absolute authority is granted to one individual, often called a king or queen. The leadership position is normally granted by heredity. Planets may have patriarchal (only male rulers) or matriarchal (only female rulers) societies.

53: Organized Crime

A planetary or galaxy-wide criminal organization has established a government loyal to the criminal leaders. Organized crime planets are typically run so that only those who are unswervingly loyal to the criminal organization receive advancement and promotions; opponents are simply eliminated.

Organized crime may also covertly control a government by bribing or blackmailing officials, or threatening their families. These governments are typically oppressive.

54: Participatory Democracy

Citizens vote directly on important issues (some advanced planets have citizens vote on virtually every proposed bill).

55: Rebel Alliance

A government that supports the Rebel Alliance and its objectives. Few planets can risk openly supporting the Alliance (Alderaan is a painful ex-ample of what happens to openly rebellious worlds), but several planets secretly shuttle funds to Rebellion coffers, or offer safe passage for Rebel agents, supplies and weaponry. Hidden Rebel safe worlds also qualify for this designation.

56: Representative Democracy

Planets with a Representative Democracy have citizens choose officials, who are then charged with representing the “public interest.” These type of governments can experience radical shifts in goals and policy if the population is unsatisfied with performance and threatens to remove the representatives from office.

61: Ruler by Selection/Rite

The ruler is chosen by a series of trials, physical, mental or both. While these governments are often found on more primitive planets, advanced civilizations may use complex testing methods to determine who is most fit to govern a planet, nation or locality.

62: Theocracy

A government run by a religious organization. Typically, the citizens are required to participate in certain religious rites and profess faith in the tenets of the religion. Theocracies may be highly tolerant of divergent views, but some are also quite repressive.

63-66: Tribal

Tribal governments seldom control more than a small portion of the planet. Tribes are groups of many families who have banded together for mutual survival, or who share common beliefs. Tribes are often precursors to city-states and nation-state governments, but many highly advanced and sophisticated tribal governments are found on planets throughout the Star Wars universe. Tribes can be nomadic, depending almost entirely upon hunting and foraging for food, or they can settle, which indicates the development of agriculture.

Planet Type

Regulated Environments

Space stations, asteroid belt cities, domed cities and other artificial environments are called regulated environments. It is assumed that these environments are set for the most comfortable conditions for the species that built the environment, or in the case of humans, a Temperate temperature, Standard gravity, and a day/night cycle hovering abound 20-25 standard hours.

However, should there be a catastrophic disaster, the natural environment may come rushing into the facility, or things such as oxygen reprocessors or repulsorgrav generators may fail. If the regulated environment is a domed city or a construct within a gas giant, the immense gravitational forces and atmospheric pressures may cause the facility to collapse. Filters could fail, releasing all kinds of toxins into the environment. While accidents should be rare, the potential for disaster is enormous.

Seasonal Changes

The seasons on a planet are caused by the amount of axial tilt. If the planet’s axis of rotation is perfectly “vertical” (perpendicular to the plane of its orbit) there are no seasons, and the temperature is constant year round. However, there will still be temperature changes due to weather.

However, if the axial tilt isn’t “vertical,” the planet experiences seasons. The greater the degree of tilt, the more extreme the seasonal change. Planets with a high degree of tilt experience extreme seasons. One side of the planet will have brutally cold winters, with continual darkness. At the same time, the opposite side of the planet will experience a sweltering summer and continual sunlight, with temperatures well above boiling. As the planet circles the sun, there will be a brief period of moderation, and then the side of the world that was previously locked in the grip of winter is now exposed to searing sunlight and the side that was experiencing a deadly summer is now exposed to the cold and dark of space. As the planet swings back around the sun, there again is a brief moderate period, before the planet returns to the seasons originally described.

No Axial Tilt – No Seasons
Slight Axial Tilt – Produces Seasons
Extreme Axial Tilt – Extreme Seasons

Tide Lock (The same side of the planet faces the sun at all times.)

Tide locked planets are trapped with one half of the planet continuously facing the sun and the other facing out into space. They cannot rotate, and thus there is no day/night cycle. These planets are almost always uninhabitable, but there are exceptions (some planets have a habitable zone on the boundary of the night and day sides). If a planet is tide locked, ignore the effects of axial tilt.

Elliptical Orbits

Some planets orbit their star in unusual orbits, with one part of the orbit coming much closer to the sun than the rest of the orbit. These elliptic orbits account for huge seasonal variations, and the lengths of seasons are not equal. In extreme situations, the planet is locked in a deadly cold winter for years at a time, but as it swoops in close to the star, the planet quickly thaws and life returns, all within the span of a few weeks.

Planetary Weather

Meteorology is one of the most difficult of the sciences to understand, simply because there are so many factors involved in determining the weather of a planet. Weather is defined as any type of wind or precipitation, whether it be in the form of rain, sleet, ice, ice shards, or something even more exotic.

In general, weather fronts are created by the spin of the planet and the mixture of different temperature air masses (such as when cool air from a great water body collides with warm air from the interior of a continent). Weather can be amplified by the presence of satellites, an unusual planetary orbit (such as elliptical), local geographic conditions (there tends to be more rain when a weather front hits a mountain chain, since the clouds must lose moisture in order to rise above them) and the effects of galactic civilization (climate control is used on many advanced planets).

Precipitation might be measured in centimeters per year, or even meters per day, depending upon the amount of moisture in the air and climate. The strength of winds might be barely noticeable, or so strong that buildings must be securely anchored or they will be blown over.

The scope of this work doesn't allow for detailed weather mechanics, but with all of the options available to gamemasters, the sky's the limit.

The following table determines the basic type of world that the civilization in question has developed on. Roll 2D and find the results below.

2-9: Terrestrial

The planet is a typical ball of rock and metals orbiting a sun. Most terrestrial planets have atmospheres, and many have developed life. Move on to the “Climate” section below.

10: Satellite (Normally Gas Giant)

This world is a moon orbiting a gas giant (much like Yavin Four as seen in Star Wars: A New Hope). Since there is a civilization here, it probably has a breathable atmosphere and supports life, or there were important resources too valuable to pass up. Move on to the Climate section below. Satellites are almost always tide-locked to the gas giants they orbit.

11: Asteroid Belt

Asteroid belts are either the remnants of planets shattered by collisions with large stellar bodies or merely portions of stellar material that never coalesced into a planet. Settled asteroid belts are often rich in minerals and metals, and their small size prevents them from supporting an atmosphere. Most asteroid belt civilizations are either subterranean or have sealed and probably domed buildings built on the surface. Since asteroids are naturally airless, civilizations require regulated environments. Read the sidebar labeled “Regulated Environments” and then move ahead to the section labeled “Starport.” Asteroid Belt settlements required a Tech Level of Atomic, Information or Space to be established (if the settlement was abandonned, the civilization may have devolved and lost Tech Levels).

Optional Modifiers: -2 Population (initial roll only)
Incompatible Conditions: Agriculture, Homeworld Planet Function

12: Artificial

Artificial results indicate orbiting space stations, domed cities built on planets with toxic atmospheres, and great floating complexes built in gas giants (such as Cloud City). All artificial settlements need some means of sustaining themselves (such as huge repulsor engines to keep Cloud City aloft, or sealed domes to keep the toxins out of the city). Since artificial planets require a regulated environment, read the “Regulated Environments” sidebar and then skip to the section labeled “Starport.” Artificial settlements require a Tech Level of Information or Space.

Optional Modifiers: -2 Population (initial roll only)

Terrain

The gamemaster must determine the dominant terrain for the planet. There can be many different types of terrain on a planet, but the dominant terrain is the one that the characters will interact with most often. Diverse planets may have several major terrain types. Additionally, the planet’s terrain may be a combination of types (such as mountainous forest).

While these classifications provide basic information as to the terrain types, the gamemaster must customize them to match the unique nature of the planet. Each terrain entry has a listing of Compatible Conditions, which is where these terrain types are most likely to be found. Some terrain types also have Incompatible Conditions, where they will seldom be found. If a quality isn’t listed (such as a Moderate Hydrosphere, for example), the conditions are neither particularly favorable for the terrain, nor do they preclude the existence of the terrain type. If the gamemaster rolls incompatible terrain results, he may opt to discard the results, or reason through a really unusual situation that allows this result (this is the most entertaining option).

To determine the terrain type, roll on the six-sided percentile system used for the Planet Function and Government sections.

11: Barren

Barren planets are typically Arid, possibly with hostile atmospheres. The ground is extremely hard, dry and is hostile to most forms of life. There may be large rocks on the surface or embedded in the rock hard ground. Minerals and metals may be found. Barren planets are predisposed to unbreathable atmospheres.

Compatible Conditions: Arid, Dry Hydrosphere
Incompatible Conditions: Moist, Saturated Hydrosphere
Optional Modifiers: -2 Population (initial roll only); +3 Atmosphere

12-13: Cave

The planet is dominated by an immense network of caves running throughout the crust. These caves are often caused by volcanic activity, and if the activity is ongoing, areas can quickly become dangerous as lava and toxic gases return to fill the caves they created. Cave planets almost always have Type II atmospheres.

Example: Sullust
Optional Modifiers: +2 Atmosphere; -2 Population (initial roll only)

14: Crater Field

Crater fields can occur in virtually any other type of terrain, and they are the result of continuous impacts from meteorites, resulting in huge cratered areas on the planet. The impacts could have ended millions of years ago, or they may still be ongoing. Large enough meteors could cause significant climate changes on a planet by throwing huge clouds of soil into the air or causing earthquakes. Planets with light gravities are favorable for crater fields.

Example: Essowyn
Incompatible Conditions: Thick atmospheres

15-16: Desert

Deserts are typically found on dry and arid planets, and support only a minimum of life due to a lack of moisture. Deserts can be found in any temperature zone. Warm desert areas can be very dangerous because travelers can easily become dehydrated (an exposure suit will prevent dehydration).

Example: Tatooine
Compatible Conditions: Arid, Dry Hydrosphere
Incompatible Conditions: Moist, Saturated Hydrosphere

21-24: Forest

Forests occur most commonly in temperate zones, but they can also occur in very cold or warm areas. If they receive a great deal of precipitation in tropical areas, they are called rain forests. Forests may be active year round, or may be seasonal (most of the plants go into hibernation during cooler seasons). They generally receive ample rainfall.

Example: Endor
Compatible Conditions: Moderate, Moist Hydrosphere; Hot, Temperate, Cool Temperature
Incompatible Conditions: Arid Hydrosphere; Frigid, Searing Temperature

25-26: Glacier

Glaciers are huge, frozen sheets of ice that can be several kilometers thick. Icebergs are chunks of glaciers that have been broken off and now float in oceans. Glaciers grind the land beneath them, constantly reforming it. Glaciers can occur on land, or above ocean.

Example: Hoth
Compatible Conditions: Moist, Saturated Hydrosphere; Cool, Frigid Temperature
Incompatible Conditions: Arid, Dry Hydrosphere; Searing, Hot, Temperate Temperature

31-32: Jungle

Jungles are any area overgrown by plant life, and often include low-lying wetlands that support many forms of plant and animal life. They are often warm at least a substantial portion of the local year. The ground can be moist or dry. They are excellent incubators for life, from plants to insects and animals. They require ample water, but can be warm or cool.

Example: Veron
Compatible Conditions: Moderate, Moist, Saturated Hydrosphere; Searing, Hot, Temperate Temperature
Incompatible Conditions: Arid, Dry Hydrosphere; Cool, Frigid Temperature.

33-34: Mountain

Mountainous planets have been (or still are) home to a great deal of geologic activity. The mountains can range from small hills (under a kilometer tall) to huge peaks several kilometers tall. Depending upon the planet’s atmosphere, plant life, and soil, mountain areas can support a variety of plant forms from trees to grasses. Peaks of mountains on temperate and cold planets may be snow capped. Snow capped mountains can be quite dangerous because of avalanches.

Example: Ryloth
Incompatible Conditions: Saturated Hydrosphere

35-41: Ocean

Ocean planets are dominated by huge bodies of water or other liquid. The oceans can be very deep, or merely large and shallow, depending upon whether or not geologic activity has created great mountainous regions (islands are often the peaks of small mountains that emanate from the ocean’s floor). These planets may be searing to frigid, although frigid oceans will often be covered by huge glacial sheets of ice.

Example: Baralou
Compatible Conditions: Moderate, Moist, Saturated Hydrosphere
Incompatible Conditions: Arid, Dry Hydrosphere
Optional Modifiers: -1 Population (initial roll only)

42-44: Plain

Plains areas are simply huge, flat expanses of life, typically supporting grasses and bushes as primary forms of plant life. Grasslands can be found in virtually any hydrosphere and temperature range, but they are most common in tropical and temperate dry regions. Very cold, dry grasslands are often called tundra, and very warm, dry grasslands are often called savannahs.

Example: Celanon
Compatible Conditions: Dry, Moderate, Moist Hydrosphere; Hot, Temperate, Cool Temperature
Incompatible Conditions: Arid, Saturated Hydrosphere; Searing, Frigid Temperature

45-46: Plateau

Plateaus are large sections of mostly flat land that are elevated above other portions of nearby land. They typically occur in the interior of continents. On a plateau, virtually any type of terrain can be found.

Incompatible Conditions: Saturated Hydrosphere

51-52: Urban

This result means that most of the planet is covered by artificial constructions, typically huge city sprawls. This is indicative of a very high population, and most so-called urban planets concentrate on trade, manufacturing or administration. Agriculture can sometimes be conducted in huge hydroponics factories, or beneath the surface if the plants don’t require sunlight (typical of mosses and fungi). Urban terrains can be layered on top of most other terrain conditions, such as plateaus, mountains, and plains. In addition to habitable cities, urban results may indicate huge factories and refining facilities.

Aside from buildings, many Urban settings will have extensive cultivated areas for agriculture. This classification can include any developed area that isn’t wilderness.

Example: Kari (see Galaxy Guide 6: Tramp Freighters)
Optional Modifiers: +1 Population (initial roll only)

53-61 Wetlands

Wetlands are moist low-lying wet areas, and play a vital role in most eco-systems. They can take the form of ponds, marshes, or swamps, and support bushes, trees, grasses and many different forms of life.

Example: Gorsh
Incompatible Conditions: Arid, Dry Hyrdosphere; Frigid, Searing Temperature

62-63: Volcanic

Volcanoes and lava pools cover the planet, indicating a very high level of geologic activity. Volcanic planets often have high levels of ash and toxic gases in the atmosphere, and the lava, of course, is very dangerous. However, these planets often have high quality metals in their crust. Volcanic planets often have hazardous atmospheres.

Incompatible Conditions: Type 1 atmospheres

Optional Modifiers: -2 Population (initial roll only); +3 Atmosphere

64-66: Special Terrain

These are unusual terrains that demonstrate the incredible versatility of the Star Wars universe. These terrain types can also explain seemingly contradictory terrain rolls. What follows are some examples:

Temperature

This classification represents the average temperature on the planet’s surface. Most planets have several varying temperature bands, from the coldest (polar regions) to warmest (equatorial region). The “true” temperature of an area can be altered by local geographic features. Seasonal changes also greatly alter temperature (see “Seasonal Changes” sidebar). Some planets are trapped in what is called tide lock (see “Tide Lock” sidebar). Still other planets have elliptical orbits (see “Elliptical Orbits” sidebar).

All of these possible combinations give the gamemaster a great deal of diversity and choice when designing the planet. These special results are not incorporated into the random tables so that the gamemaster can choose exactly which effects are most useful. Roll 2D to determine the average temperature.

2: Searing

Searing planets average 60 degrees Celsius or more, and are hostile to most life forms, although standing bodies of water are possible as long as the average temperature isn’t near the boiling point (100 degrees Celsius). Most civilizations will tend to cluster near the more moderate polar regions or underground.

3-4: Hot

Hot planets average between 30 and 56 degrees Celsius, and while generally uncomfortable, are not nearly as hostile as searing planets.

5-9: Temperate

Temperate planets average between -5 and 29 degrees Celsius, and are in the most comfortable temperature bands for humans and other life forms.

10-11: Cool

Cool planets average between -20 and -4 degrees Celsius. Most cool planets do not support a huge number of life forms, but life can still adapt to planetary conditions. Plant life may be common if it contains compounds that prevents vital water-based fluids from freezing.

12: Frigid

Frigid planets average-21 degrees Celsius or less, and are often inhospitable. If the hydrosphere is Temperate, Moist, or Saturated, the planet may be covered with ice glaciers.

Gravity

Star Wars: The Roleplaying Game uses four classifications to indicate the gravity of a world. As indicated before, most regulated environments will have a gravity of Standard.

Zero Gravity

Asteroids, comets and other very small stellar bodies have effectively zero gravity, which also eliminates the possibility of an atmosphere (barring the use of technology, such as energy screens). Space stations that lose power may also lose their repulsorgrav generators, effectively throwing the whole station into a zero gravity situation.

In zero gravity, things and beings float unless thrust is somehow provided. On the other hand, once something begins moving, it doesn’t stop until something else stops it (such as a collision with a wall). The applies for vertical, horizontal and even twisting movement since there truly is no “up” or “down.”

Characters in zero gravity can float up to five meters per round and have no control over direction unless they have something to push off against, in which case they float 10 meters, increase the difficulty of all Dexterity or Strength checks by 2 (excluding checks to resist damage). Combined actions are not possible. Characters attempting full dodges will smash into any object in their path (taking 3D stun damage). Each combat dodge counts as two actions. Characters will be able to control their direction of flight by firing blasters or projectile weapons as a means of propulsion, but this requires a Moderate Mechanical roll to control direction. Similarly, characters who fire weapons in combat will be pushed away unless they are braced against a wall.

2-4: Light

Planets with light gravity allow characters to lift heavier objects, but also throws off physical coordination. They also allow easier movement. There are few inhabited planets with light gravity.

Characters and creatures may take one speed action “free,” counting it as walking movement. Other speed actions reduce die codes as explained in The Star Wars Rules Companion. In very light gravities, the gamemaster may want to use the following optional modifiers: +1D bonus to all Strength actions (except for resisting damage); -1D penalty for all Dexterity actions.

Optional Modifiers: +2 Atmosphere

5-11: Standard

Standard gravity is that which is most common on Imperial worlds, and therefore most comfortable for most races. Standard gravity includes several gradients of true gravitational pull, but is placed within this convenient grouping.

12: Heavy

Heavy gravity planets have a much stronger pull than normal, the effects of which can be merely inconvenient or crippling. Planets with very heavy gravity may make a person’s body so heavy that they cannot move. There are few planets with heavy gravity, and most of them are just barely beyond the Standard gravity classification. On these “barely heavy” gravity planets, even walking counts as a speed action (it is not “free movement”).

Gamemasters can use the following optional modifiers for slightly heavier gravity planets: -1D to all Strength and Dexterity actions (except for resisting damage). Characters must make a minimum of a Moderate stamina check after every minute of heavy exertion, although checks may be made more difficult or frequent at the gamemaster’s discretion. Characters who fail these stamina checks must rest for double the amount of time they were active or suffer a -3D penalty to all actions except resisting damage in combat. Additionally, when the character suffers damage from collisions or falling, increase the damage by a minimum of 1D.

Optional Modifiers: +2 Atmosphere

Atmosphere

Most stellar bodies of significant size have atmospheres (some planets have had their atmospheres ripped away by a near pass with a rogue planet or some similar cataclysm). Gas giant atmospheres are often composed of methane, ammonia, and various hydrocarbons (Type IV), although a very small number of gas giants have been discovered with a breathable atmosphere within a limited biozone (Bespin being the prime example). Imperial bureaucrats use a very simple classification system for atmospheres. Most ship sensors can determine the type of atmosphere with sensors. However, sensors are not perfect, and may miss trace elements that can be harmful to the ship’s inhabitants, so the results of a sensor scan should never be taken at face value.

To randomly determine a planet’s atmosphere, roll 2D and check the result below.

None

This planet has no appreciable atmosphere and a space suit is required simply to survive on the world. Planets without an atmosphere typically have much greater temperature variations because there is no atmosphere to disperse solar energy (on the sun side) or retain heat (on the night side). Characters exposed to the vacuum of space suffer 4D damage the first round of exposure, and increase the damage by +2D for each additional round in the vacuum.

2-9: Type I (Breathable)

A Type I atmosphere has a proper mixture of oxygen, nitrogen and other gases so that humans and comparable races can breath it unassisted. These atmospheres may have contaminants that over the long term have a detrimental effect.

Planets with a Type 1 atmosphere will have life or at least had life recently.

10: Type II (Breath Mask Suggested)

Type 11 atmospheres can support life without use of a breath mask, but either due to too much or too little atmospheric pressure or oxygen, or unusual gases or contaminants, it is recommended that a breath mask be worn. Without a breath mask, detrimental effects, such as slowed reactions, reduced brain activity, poisoning, or a myriad of other effects can begin to occur within just a few hours of exposure. Many alien races can comfortably breathe Type II atmospheres without having to resort to breath masks.

Planets with a Type II atmosphere will have life or at least had life recently.

11: Type III (Breath Mask Required)

Type III atmospheres are unbreathable without a breath mask, again due to a number of possible characteristics. The atmosphere could be highly poisonous, or simply not have enough oxygen to breathe. Characters without breath masks can begin to suffer detrimental effects immediately. A small number of alien races (and certainly native creatures) will be able to breath these atmospheres unaided.

Type III atmosphere planets frequently support life.

12: Type IV (Environment Suit Required)

Type IV atmospheres are not only poisonous, but they are so reactive that they will cause injury to persons who are exposed to it. Environment suits, space suits or life-support equipment is required to venture through the atmosphere, or characters will suffer burns and other grievous injuries. If the planet is Frigid, a thermal suit may be necessary. These atmospheres may also be flammable or highly explosive. The gamemaster must customize the effects of the hostile atmosphere.

Hydrosphere

The hydrosphere represents the amount of moisture on or near the surface of the planet. Water is not necessarily the only liquid that can be found. The water may have a high concentration of another substance that makes it unfit for consumption, or the liquid might merely be water-based, but have other components that make it a different compound. More exotic options include huge lava lakes (on planets with plenty of geologic activity), or deadly ammonia seas (on extremely cold planets). Roll 2D.

2: Arid

The planet is 85-100 percent covered by land. The planet has very little or no standing liquid, and there probably is very little moisture in the atmosphere. There may be large lakes and seas, but there are no great oceans. Much of the planet will probably be desert.

3-4: Dry

The planet is 50-84 percent covered by land. The planet has some standing liquid, and the land is probably a mixture of desert, dry plains, tundra, or other terrain types not requiring a great deal of water.

5-9: Moderate

The planet is 15-49 percent covered by land. The planet has large oceans and probably a well developed river network, especially if the planet has large hills and mountains. There are probably many different terrain types.

10-11: Moist

The planet is only 5-14 percent covered by land. Most of the planet is covered by water or another liquid, and the few land masses that do exist are wet. Bogs and swamps are common.

12: Saturated

The planet is only 0-4 percent covered by land. Land only takes the form of islands, which may again be bogs, or swamps. Oceans dominate the terrain.

Length of Day

The Length of Day for most terrestrial planets not subjected to tide lock or another extreme condition is in the range of 18 to 36 standard hours. Even though tide-locked planets do not have days, it is useful to determine what a likely day length would be so that the length of the local year can be determined. To determine this total, roll 1D:

Satellite planets may have days several dozen hours long (as long as it takes the satellite to orbit the gas giant). The local year depends upon the orbit of the gas giant and may be several Standard Years long.

Length of Year

A simple die roll will generate a suitable total since so many different factors are responsible for the determining the orbital radius and speed of the planet. The total can be increased or decreased by a few days to make the total unique compared to other planets.

To determine this toted, roll 2D of different colors. Read the results below and the total of the two numbers equals the length of year in local days:

First Die

Multiply the number x15

Second Die

1:     75 local days
2:     150 local days
3-4:     225 local days
5:     300 local days
6:     375 local days

Sentient Races

The gamemaster should determine what alien races are on the planet in large quantities. Humans are among the most diverse races in the galaxy and can be found almost everywhere, but other races such as Devaronians, Duros, Gamorreans, Ithorians, Rodians, Sullustans, and Twi'leks are also known to colonize and reside on many different planets. If the planet is similar to a race’s preferred climate, or there is plenty of work to be found, other races may be encountered as well. The planet may have a native sentient race, designated by an (N) on this line of the planet log.

Gamemasters must take a few moments to design the native sentient race, bearing in mind the kind of environment the race evolved in. He should decide their biology, culture, history, how galactic civilization changed their society, what common occupations they have and what their personalities are like. If the gamemaster is going to allow the alien race to be used by players for characters, their attribute adds should equal 12D.

Starport

The Imperial Space Ministry has five different classifications for starports. For random determination of the starport, roll 2D and find the result on the chart below.

2: Landing Field

There may be a flat space on the ground for ships to land. There is no control tower (there may not even be other starships on the planet). Fueling and repair services are probably unavailable at any price.

3-5: Limited Services

This is typically a simple landing field, but there is at least a control tower to prevent collisions between ships in the planet’s airspace. There may be maintenance sheds for rent. There may be fuel for sale, but other important supplies are unavailable.

6-8: Standard Class

The starport is fully-staffed and equipped. Restocking services are available, and there is a small shipyard for minor repairs and modifications. Prices for repairs and modifications can be up to double normal prices, and take twice as long to accomplish.

9-11: Stellar Class

This type of starport can dock and service almost any class of ship. There are probably several shipyards in the immediate area, and they can handle major repairs and modifications. There is almost always an Imperial Customs office on site.

12: Imperial Class

Modern and luxurious ports with complete storage and maintenance facilities, and a large number of landing fields and docks. A complete menu of services and luxuries are available for the ship and its crew. Important merchants have offices at the starport. The shipyards are capable of rapid repairs and modifications. The Imperial Customs office is well staffed.

For more information on starports, see Galaxy Guide 6: Tramp Freighters.

Population

This figure represents the total sentient population on a particular planet. For random determination, roll 1D and use the chart below.

1:     Population is 1-999
2-3:     Population is in the thousands
4-5:     Population is in the millions
6:     Population is in the billions

Once the basic range is established, roll 1D to determine whether the population is in single numbers, tens or hundreds for that category.

1-2     Population is in singles (1-9)
3-4     Population is in tens (10-90)
5-6:     Population is in hundreds (100-900)

To determine the exact number, roll 1D to determine if the number is 1-5 or 6-9. It is recommended that the population only be determined for two significant figures (i.e., only roll the first two numbers).

1-3:     Number is between 1-5 (roll 1D, ignoring 6)
4-6:     Number is between 6-9 (Roll 1D, ignoring 5 and 6, and add five)

It is recommended that the gamemaster not allow populations over 100 billion. Any population over 10 billion is very likely to be an Urban terrain planet, with a Standard class or better Starport and an Industrial level or higher Tech Level.

Example: The gamemaster wants to randomly determine the population of a planet. He rolls 1D getting a result of ‘3’ (the population will be in the thousands).
A second die roll yields a result of ‘5’ (the population is in the hundreds of thousands).
To determine the exact number, the gamemaster must first roll the first significant figure. A roll of ‘1’ tells him the number is between 1 and 5, and a second roll of ‘3’ tells him the first number is 3, for a first number of 300,000.
To determine the second significant figure, a roll of ‘5’ tells him the number is between 6 and 10. To get the specific number, he rolls 1D and adds five, ignoring a 5 or 6. He rolls a '1', and by adding 5, gets a total of 6.
This makes the planet’s population 360,000.

Tech Level

The level of technological achievement is important in determining what goods the planet can manufacture, as well as what they are likely to be interested in purchasing. Few planets fit directly into one of these classifications.

This classification system, utilized by Imperial bureaucrats, represents the typical level of technology to be found on the planet, but there may be areas where individuals have developed or somehow acquired more advanced technology. Planets with no sentient inhabitants are considered Stone level by default. Roll 2D.

2: Stone

Stone level civilizations have loosely-knit cultures and the basic social unit is likely to be the tribe. The society makes and uses stone tools and may have developed primitive agriculture.

These people do not understand the concept of money, so trade will be by barter. There is no transportation network.

3: Feudal

Feuded planets have a more complex social structure and have begun to produce primitive manufactured goods. They have learned primitive mining and ore-processing techniques. Transportation is normally by ship or caravan.

4: Industrial

Industrial planets are beginning to understand mass production, and have established more complex political and social structures. Windmills, waterwheels, wood or coal furnaces will be used to generate energy. These planets typically want to acquire knowledge to help improve their technology. Motorized transportation, projectile weapons and the beginnings of mass communication are common.

5: Atomic

Atomic planets have advanced, large-scale production of goods. They will be very interested in new technologies. More advanced alloys and plastics become available. Space travel is in its infancy. Established industries, such as transportation, communications, medicine, and business, quickly progress and grow.

6-7: Information

Sophisticated communications, such as computers and satellites, become readily available. Industry becomes more efficient, mechanization is very common, and the precursors of Droids appear. Energy weapons are beginning to be discovered, in-system space travel is common and colony ships to other planets are a distinct possibility. Repulsorlift may be developed. Natural resources may become scarce.

8-12: Space

This is the stage of most planets within galactic civilization, and is characterized by hyper-space travel, Droids, blasters, and highly efficient industry. Planets at this level are often integrated into the galactic economy, and produce many goods for export, but also import many goods.

For more information, see Galaxy Guide 6: Tramp Freighters.

Major Imports and Exports

This should be chosen by the gamemaster only after considering the Government, Tech Level and Planet Function as a whole. The gamemaster must decide what the planet produces for its own consumption, what it ships to other planets and what it must purchase from other planets. The whole galactic economy is built upon the fact that most planets specialize in producing certain goods and must import goods from other planets for survival.

Imperial bureaucrats group goods within eight general categories. Within these categories, planets may export or import only a few products. The categories are: Low, Mid, or High Technology, Metals, Minerals, Luxury Goods, Foodstuffs and Medicinal Goods. For more information see page 16 of Galaxy Guide 6: Tramp Freighters.

System/Star Name

Generally, the system and the star are named after the most important planet of the system.

Star Type

The gamemaster should determine the type of star for the system. White, yellow-white, yellow, orange, and red stars could conceivably support habitable planets (yellow and orange are most likely). White dwarfs (which were once red giants) may have once supported habitable planets, but they were burned when the star became a red giant. Binary stars can support habitable planets, and although rare, this is not impossible, as Tatooine shows. This is possible if the stars are close enough to each other so that the planet orbits both stars, or the stars are so far apart that the planet can orbit around only one of the stars (this will almost always be the case). Trinary stars could also support habitable planets, but this is even less likely.

Other Planets

The gamemaster, at his option, can elect to detail the rest of the system. This is a matter of choosing the types of planets and their names, and provided you don't start explaining the detailed astrophysics of the system, odds are likely no one will complain.

In general, terrestrial planets will occupy the inner orbits of the system. Next will be the gas giants, possibly followed by frozen rock planets.

Gas giants will be the only planets capable of supporting habitable satellites. Most satellites for terrestrial planets will be little more than hunks of frozen rock and ice, although they could be a large “companion” satellite.

Designing Lifeforms

One of the final steps in designing a planet is deciding the lifeforms that inhabit it. However, for game purposes the gamemaster will never need to completely define the biosphere.

When designing lifeforms, it is most important to remember the relationship the lifeform will have with other organisms in its environment. The following general concepts should help you develop interesting and unusual lifeforms.

Life

Animals are life forms that must secure food already organized into organic (carbon-based) substances. In other words, they generally cannot derive their sustenance from sunlight or soil, but rather must hunt down plants and other animals.

Plants are lifeforms that manufacture their own food from inorganic substances. Often they draw energy from sunlight and nutrients from soil; in nutrient poor environments they may consume other plants and animals.

Bacteria are single-celled life forms. They can be both useful and harmful to other life forms.

Viruses are pure genetic material wrapped in a protein coating. When a virus is introduced to a new life form, it replaces the host’s genetic material and starts replicating itself, spreading throughout the host.

Relationships

Commensal relationships are ones in which one organism coexists with another. The first organism derives some benefit from its coexistence, while the second organism is neither harmed nor benefits from the relationship.

Parasitic relationships are ones in which one organism coexists with another. The first organism derives some benefit from the relationship, while the second organism is harmed, but not killed, by the relationship.

Predator relationships are ones where the first organism benefits from the second organism, but also kills it, meaning that the predator must continually hunt down new forms of prey.

Symbiotic relationships are ones in which two organisms coexist, and both of them benefit from their association with the other organism.

Intelligence

Non-intelligent organisms are controlled by their genetic code and the nature of their environment. They are merely reactive.

Physical reflex organisms respond to external stimuli in variable ways. This is not a cognitive process, however, but a pattern of innate and learned response to external stimuli. For example, these creatures back away from hot objects after they are burned. They cannot learn in advance that “hot is bad," for example.

Emotional reflex organisms can feel content, sad, and other emotions on a rudimentary level. They do not literally think “I am sad,” but instead respond with behavior modification when things are going well or poorly. These creatures can challenge for a mate, battle for territory, “feel” hungry, or get angry when they haven’t eaten.

Associative thought organisms can associate one occurrence or action with another one. This allows for learned behaviors. For example, a hungry animal can chose to wait to hunt until nightfall because it has learned to associate nightfall with better chances of success when hunting. These creatures can feel loyalty, hurt, angry, loss, remorse, or happiness to the same levels as more intelligent creatures, but cannot grasp ephemeral ideas like love and war. There is no “good versus evil” for such creatures; they only understand “beneficial to me” and “harmful to me.”

Sentient organisms are the highest state of intelligence known in the Star Wars galaxy. The organism has the ability to imagine, dream, divine the consequences of events based on past experiences and gauge the probability of future success given previously acquired knowledge. Emotions can be tempered, instilled, altered. The culture of such beings can define things like good and evil in esoteric ways. These creatures can invent new things, create and test theories, or develop artificial worlds with no basis in real experience. True sentience is a rare development.

The Details

Within this framework, virtually every social relationship between any form of life can be defined. Once the situations are defined, the gamemaster can define how the lifeform moves, any unusual attacks or defenses, the lifeform’s social structure and needs, and other factors.

For more information on the nature of lifeforms, see pages 81 and 82 of Star Wars: The Roleplaying Game, and pages 3 and 4 of Galaxy Guide 4: Alien Races.