TABLE SET 1:00-RANDOM STAR SYSTEM GENERATION
Unless the player has received or paid points for a non-standard sun, a system's primary will be a G-type, white-yellow dwarf like our own sun which produces five RP of solium (See SOLIUM) and energy per SY (Sidereal Year) at a cost of five RGPs. The player may spend RGPs to get a slightly younger or larger sun that produces more RPs or may get disad points for having a slightly older or smaller sun that produces fewer. Greater or lesser solium production may impact your ability to explore ot interact with other races. Your GM should take this into consideration in game play
Star systems with a double sun pay double for each RP of the second star's production while third stars cost quadruple. This reflects the statistical unlikelihood of planets developing in multi-star systems.
In all other cases, each of the RP's produced by a primary, planetary body or an asteroid belt costs one RGP.
You will need at least one six-sided die and two ten-sided dice. If you do not have these, they are available at any gaming store. In 1d100 rolls, designate one of the ten-sided dice as the tens and the other as ones. Use a piece of scrap or notebook paper for your system building calculations then transfer the final stats to your System Record Sheet.
Except where noted, adjust all rolls as necessary. With your GMs approval, you may go completely off the charts if your concept differs from the rolls.
Chart 1:01-Number of Planets |
Roll 1d6 |
Make that many d6 rolls and add them together to determine the total number of planets in the system. |
GO TO :02 |
1d6x10 |
Percent of planets that are gas giants. |
GO TO :03 |
1d6x10 |
Percentage of planets in inner system. Adjust as needed to fit previous rolls. Inner system planets are all sunward from the first gas giant. Pick one as your homeworld and adjust all following rolls accordingly. Placement of the homeworld is assumed to be within the "habitable zone," approximating the distance of Earth or Mars from our sun. A cooler world may be farther out in this zone, but since this is no advantage or disadvantage in game terms, its placement is irrelevant. A homeworld concept that is outside of these parameters requires GM approval and appropriate adjustment of all following rolls. |
GO TO :03 |
Chart 1:04-Asteroid Belts |
1d10 |
1-5 |
No asteroid belts in system. |
GO TO :06 |
|
6-10 |
Asteroid belt(s) present in system. |
GO TO :07 |
Chart 1:05-Placement & Number of Asteroid Belts |
1d100 |
1-69 |
One belt separating inner and outer systems. |
|
|
70-84 |
Two belts |
|
|
85-94 |
Three belts |
|
|
95-99 |
Four belts |
|
|
100 |
Five belts |
|
|
|
To determine locations of two or more belts, roll dice (Max # equal to or greater than the total number of planets). Reroll repeats and inner-system numbers. Rolled # = belt after that planet. Rolls in excess of the total number of planets in the system represent asteroid belts beyond the outermost planet. |
|
|
|
Each asteroid belt has 1 RP. |
GO TO 06 |
Chart 1:06-Inner System Planets |
Sunward planets are inward from the homeworld, outward planets are within the inner system but outside the orbit of the homeworld. Home planets that seem unable to support life on their surface may have an underground ecosystem or may be settled under domes and within other structures. |
1d100 |
Sunward |
Homeworld |
Outward |
Planet |
RP |
|
1-8 |
1 |
1-9 |
Small, no atmosphere, no moons |
1 |
|
9-16 |
2 |
10-19 |
Small, no atmosphere, 1 small moon |
1 |
|
17-20 |
3 |
20 |
Small, no atmosphere, co-orbitting same* |
1 each |
|
21-28 |
4 |
21-29 |
Medium-small, no atmosphere, roll for moons** |
2 |
|
29-36 |
5 |
30-38 |
Medium-small, thin atmosphere*** roll for moons** |
2 |
|
37-46 |
6-10 |
39-47 |
Medium-small, thick atmosphere*** roll for moons** |
2 |
|
47-50 |
11 |
48-56 |
Medium, no atmosphere, roll for moons** |
3 |
|
51-60 |
12 |
57-65 |
Medium, thin atmosphere***, roll for moons** |
3 |
|
61-75 |
13-80 |
66-74 |
Medium, thick atmosphere***, roll for moons** |
3 |
|
76-80 |
81 |
75-83 |
Large, no atmsophere, roll for moons** |
4 |
|
81-87 |
82 |
84-92 |
Large, thin atmosphere***, roll for moons** |
4 |
|
88-100 |
83-100 |
93-100 |
Large, thick atmosphere***, roll for moons** |
4 |
|
|
|
|
For homeworld, add 2 RP |
|
|
|
|
|
* Co-orbitting planets may be each others' moons or, at the GM's dicretion, fixed in the same orbit as each other. |
|
|
|
|
|
** GO TO :07 then return |
|
|
|
|
|
*** GO TO :08 then return |
|
Chart 1:07-Moons in the Inner System |
1d10 |
1 |
No moons |
|
2-5 |
1 moon |
|
6-7 |
2 moons |
|
8-9 |
3 moons |
|
10 |
3 moons plus another roll |
|
Moons of planets other than gas giants are small and their RP is oncluded in that of their parent world unless there are more than 3 of them (1 RP). |
1d10 |
Homeworld |
Other |
Result |
|
1-6 |
1-2 |
Nitrogen, Oxygen, Helium |
|
7 |
3-4 |
Nitrogen, Oxygen, Hydrogen |
|
8 |
5 |
Methane |
|
9 |
6 |
Sulphur Dioxide |
|
10 |
7-10 |
Carbon Dioxide |
Chart 1:09-Solid Worlds in the Outer System |
The first planet of the outer system is always a gas giant and may be separated from the inner system by an asteroid belt. Roll dice (Maximum number greater than the total number of outer system planets) for the placement of the others. Reroll any that do not fit. Gas giants are rolled on Chart :10. |
1d100 |
Result |
Planet |
RP |
|
1-30 |
Small, no atmosphere, roll for moons* |
1 |
|
31-40 |
Small, thin atmosphere**, roll for moons* |
1 |
|
41-50 |
Small, no apmosphere, co-orbitting with the same (adjust as necessary) |
1 each |
|
51-55 |
Medium-small, no atmosphere, roll for moons* |
2 |
|
56-80 |
Medium-small, thin atmosphere**, roll for moons* |
2 |
|
81-94 |
Medium-small, thick atmosphere**, roll for moons* |
2 |
|
95-96 |
Medium, no atmosphere, roll for moons* |
3 |
|
97-98 |
Medium, thin atmosphere**, roll for moons* |
3 |
|
99-100 |
Medium, thick atmosphere**, roll for moons* |
3 |
|
* GO TO :07 then return |
|
* GO TO :08 then return |
|
1-5 |
Small, no rings, roll for moons* |
5 |
|
6-15 |
Small, small rings, roll for moons* |
6 |
|
16-20 |
Small, large rings, roll for moons* |
7 |
|
21-22 |
Medium, no rings , roll for moons* |
8 |
|
23-35 |
Medium, small rings, roll for moons* |
9 |
|
36-48 |
Medium, large rings, roll for moons* |
10 |
|
49-75 |
Large, small rings, roll for moons* |
11 |
|
76-89 |
Large, large rings, roll for moons* |
12 |
|
90-95 |
Huge, small rings, roll for moons* |
13 |
|
96-100 |
Huge, large rings, roll for moons* |
13 |
Chart 1:11-Moons of Gas Giants |
Roll 2d10 for each size gradient (small, medium, large, huge) and add them up for total number of moons for that planet. Roll 1d6 for each size gradient and consult the following chart for types of moons. |
Result |
Moon(s) |
RP |
1 |
All small and airless |
0 |
2-3 |
1-6 large and airless |
1 each |
4-5 |
1-6 large with non-livable atmospheres |
1 each |
6 |
1 habitable by system's native lifeform |
2 |
Chart 1:12-Annual Production Variances |
Planets, moons and asteroid belts that are capable of producing a number of RPs per year are called Producing Bodies (asteroid belts may contain many thousands of individual planetoids, but are collectively considered a single Producing Body). Due to factors beyond the player's control, the amount of production from these producing bodies fluctuates. At the beginning of each sidereal year, the player must roll to determine the amount of fluctuation and the amount of permanent change to a Producing Body's RP. |
Roll 1d10 for each Producing Body. Any planet/moon(s) system totaling less than 10 RP production is considered a single Producing Body. the total RP production is in excess of 10, roll once for every 10 RP or portion thereof in a planet/moon(s) system. |
Result |
Change in RP Production |
|
1-2 |
1 point less, this year only |
|
3-4 |
1 point less, perminant |
|
5-6 |
1 point more, this year only |
|
7-9 |
1 point more, perminant |
|
10 |
No change |
|
This table is intended to simulate the normal course of events, occasional shortfalls with a gradual increase in the annual production due to advances in production technology. Natural disasters, lack of workers or resources and mechanical breakdowns all cause shortages now and then. |
Record the number of annual variance rolls on your planet record sheet. |
GO TO 2:00 |
Chart 2:00-Climatic Conditions on Habitable Worlds |
1d100 |
Homeworld |
Inner System |
Outer System |
Basic Climate |
|
1-5 |
1-10 |
1-60 |
Arctic - Extremely cold, rarely above 30 degrees F. |
|
6-50 |
11-20 |
61 |
Temperate - Not usually extreme, 30 to 120 degrees F. |
|
51-85 |
21-30 |
62 |
Tropical - Warn, typically humid, rarely below 60 but up to 130 degrees F. |
|
86-98 |
31-50 |
63-75 |
Desert - Arid and, unless modified, very hot. Usually between 90 and 150 degrees F. |
|
99 |
51-65 |
76-82 |
Intemperate - Subject to extremes of temperature and weather, usually -100 to 175 degrees F. |
|
100 |
66-100 |
83-100 |
Extreme Intemperate - Extremes of temperature and weather. -150 to 190 degrees F. |
Chart 2:01-Climatic Modifiers |
At the GMs discretion, re-roll or ignore repetitive, ridiculous or obviously contradictory modifiers (Hot Arctic, Mild Extreme Intemperate or Extreme Extreme Intemperate, for example. On the other hand, Cold Desert works.) |
1d10 |
1-5 |
No modifiers. |
|
6-10 |
Modifier, see below. |
1d100 |
1-10 |
Hot - Add 50 degrees to the average temperatures. |
|
11-25 |
Warm - Add 20 degrees to the average temperatures. |
|
26-40 |
Cool - subtract 20 degrees from the average temperatures. |
|
41-50 |
Cold - subtract 50 degrees from the average temperatures. |
|
51-62 |
Arid - extremely dry. |
|
63-74 |
Humid - extremely damp. |
|
75-90 |
Mild - Bring the lows up and the highs down 20 degrees. |
|
91-100 |
Extreme - Push the highs up and lows down 20 degrees |
Chart3:00-Dominant Life Form(s) |
|
For newly discovered races or if your concept does not include a specific type of lifeform, use this chart to determine who might be at home. |
1d100 |
1-30 |
Baseline human. Definition: go look in the mirror. |
GO TO :04 |
|
31-80 |
Humanoid Variant |
GO TO :01 |
|
81-100 |
Random (A) |
GO TO :01 |
All humanoids may or may not be created equal, but they are not the same. Just as there are physical differences between someone whose ancestry is mostly European and someone whose people are from the Autralian outback, people whose ancesters were born on different planets for hundreds of generations will have some variations in their appearances. These differences almost never enter into the game mechanics, but they may have some effect on game play, in particular, how other lifeforms react to you. Such social elements should be discussed with your GM. |
Lifeforms with small differences in appearence from baseline humans or BLHs, are called Near-Human Variants or NHVs. Compare these to Vlose-Human Variants or CHVs which may look a great deal different and/or may have differences in biological functions from their BLH cousins. The degree of the differences are what determine their true classification. |
(The easiest way to remember the difference between Near-Human and Close-Human variants to to remember that those closest in appearence and bodily function to BLHs are the farthest away alphabetically.) |
Nearly all BLHs, NHVs and CHVs are able to interbreed but some vast differences may make such pregnancies difficult and may require medical intervention to bring to completion. The exception is that any lifeform with a digitigrade or high-foot leg structure is almost never able to combine with a platigrade or low-foot lifeform without marked and perhaps fatal birth defects. In rare instances where it is possible, the pregnancy almsot never comes to term. Elements of the parents' DNA may be combined with a sufficiently high genetics technology, but no race currently active in the game is capable of such things yet. |
1d100 |
Variant |
Random(A) |
Result* |
|
|
1-30 |
1-20 |
Near-Human Variant |
GO TO :02 |
|
31-70 |
21-55 |
Mammaloid** |
GO TO :04 |
|
71-78 |
56-61 |
Reptiloid |
GO TO :04 |
|
79 |
62-63 |
Insectoid |
GO TO :04 |
|
80 |
64-65 |
Arachnoid |
GO TO :04 |
|
81-85 |
66-67 |
Avisoid |
GO TO :04 |
|
86-88 |
68-69 |
Amphibioid |
GO TO :04 |
|
89-92 |
70-72 |
Icthyoid |
GO TO :04 |
|
93-100 |
73-75 |
Cetaceoid |
GO TO :04 |
|
|
76-100 |
Random (B) |
GO TO :03 |
Lifeforms on the "Variant" list are more humanoid in appearance with features like those of another type of lifeform whereas creatures from the "Random (A)" list are more like the non-human lifeform in appearance |
*Note: for simplicity's sake, Corona Galaxy's taxonomy uses a simple classification system with a common suffix to identify the type of lifeform. Even as humanoids are human-like, avisoids are bird-like, icthyoids are fish-like and so on. |
**Mammaloids are presumed to descend from some non-primate creature such as bears or dogs or cats. Please note that all three of those examples already exist in parts of the galaxy, but that does not rule out the possibility that another race could evolve from such ancestors. Seals, walruses and other such aquatic mammals would fit into this catagory as opposed to mammalian cetaceoids. |
Table3:02-Humanoid Variations |
1d100 |
Result |
(Roll 3 times, ignoring duplicates. Allresults are at your GM's discretion.) |
|
1-20 |
Skin Color/texture. |
|
21-40 |
Hair color/texture. |
|
41-60 |
Body hair/hair pattern. |
|
61-80 |
Cranial structure/appearance. |
|
81-100 |
Body structure/appearance. |
Skin or hair color or texture: Pick a color, any color or go for a skin like alabaster or tanned leather. There are certainly ecological factors for any possible variation in there factors |
Body hair/ hair pattern: Where does it grow, and how long does it get? It is straight, wavy, kinky or does it vary? Is there any hair at all? It is up to you. |
Cranial structure or appearance: Ridges, divts, bumps, bulbous or pinhead? Floppy ears or flaps of skin? You decide. Changes that have benefits or are deficits in game terms must have GM approval. |
Body structure or appearance: Beyond being bipedal and momonid, anything else goes: tall, shrt, stout, skinny, or maybe you have you have you own ideas. |
For truly random lifeforms, roll 1d100 for each descriptive item. |
Roll |
Number of Limbs |
Roll |
Odd # Limb above 2 |
1 |
1 |
1 |
Extra Arm |
2 |
2 |
2 |
Extra Leg |
3 |
3 |
3-40 |
Vetigial Tail - unmoving or moves on its own. |
4-60 |
4 |
41-100 |
Prehensile or semi-usable tail |
61-90 |
5 |
|
|
91-94 |
6 |
|
|
95 |
7 |
Roll |
Brain Location |
96 |
8 |
1-40 |
Cranium |
97 |
9 |
41-70 |
Top of body cavity |
98 |
10 |
71-80 |
Bottom of body cavity |
99-100 |
Variable # such as fringes, tentacle or psuedopods. |
91-100 |
Center of body cavity |
|
|
|
|
Roll |
Types of limbs |
Roll |
Limb Joints |
1-50 |
1 eldow/knee each |
1-70 |
One-way hinge |
51-60 |
2 elbows/knees each |
71-80 |
Two-way hinge |
61-70 |
3 elbows/knees each |
81-90 |
Ball and socket |
71-80 |
1 elbow/2 knees |
91-100 |
Combination |
81-90 |
2 elbows/1 knee |
|
|
91-100 |
Articulated or jointless, possibly tentacles |
|
|
|
|
|
|
Roll |
# and types of fingers |
Roll |
Toes |
1-10 |
2 per hand |
1-50 |
Same # as fingers, mostly vestigial. |
11-20 |
2 plus opposable thumb |
51-100 |
Same # as fingers, useful. |
21-40 |
3 plus opposable thumb |
|
|
41-60 |
4 plus opposable thumb |
|
|
61-70 |
5 plus opposable thumb |
|
|
71-75 |
6 plus opposable thumb |
|
|
76-80 |
2 jointless (pincer or claw-like) |
|
|
81-90 |
3 jointless (pincer or claw-like) |
|
|
91-95 |
4 jointless (pincer or claw-like) |
|
|
96-100 |
5 jointless (pincer or claw-like) |
|
|
This is a measure of how selfless and group-oriented a race is overall. A more selfish and self-centered race will demand more RP every year, but will mostly be happier, healthier and better educated. One that is more concerned with the benefits to the society as a whole will demand less, making the annual RP production greater in the short run. |
1d100 |
Roll |
Result |
Effect |
RP adjustment. |
|
1-10 |
Extremely selfish population demands +10% annually. |
-10% final RP per year, but add 3 to each variance roll. |
-10 |
|
11-20 |
Somewhat selfish population demands+5% more. |
-5% final RP, but add 2 to each variance roll. |
-5 |
|
21-30 |
Slightly selfish population demands +1% more. |
-1% of final RP, but add 1 to each variance roll. |
-1 |
|
31-65 |
Population makes no additional demans on RP. |
None |
0 |
|
66-80 |
Slightly selfless population requires 1% less RP. |
+1 % of final RP, but subtract 1 from each variance roll. |
1 |
|
81-90 |
Somewhat selfless population requires -5% RP. |
+5% of final RP, but subtract 2 from each variance roll. |
5 |
|
91-100 |
Extrememly selfless population reqires -10% RP. |
+10% of final RP, subtract 3 from each variance roll. |
10 |
|
|
|
|
GO TO 4:00 |
Table 4:00-Type of Government |
Most governments fall into one of two types, Representative or Authoritarian. Below is a glossary of government types and associated terms. These may be helpful in naming your race or it's ruling body. The letters in parentheses stand for (A)uthoritarian, (R)epresentative, (E)ither and (U)nique. |
Alliance, Coalition, Commonwealth, Confederation/Confederated, Council, Federal/Federated/Federation, League, Union (R) - Representatives of individual, sovereign governmental bodies rule on issues of mutual interest. |
Anarchy/Anarchic (U) - A state of little or no government, usually though not always lawless and wild. |
Association, Fellowship, Foundation, Society, Guild (R) - Group of people, frequently representatives of larger governments or organizations, who share strong connections, mutual interests and like goals. Different from Alliance in that their points of mutual interest are closer and better defined, even though the individual members may be far more autonomous. |
Authoritarian - Emphasizes absolute obedience to authority over individual rights and freedoms. |
Autocracy/Autocratic, Dictatorship (A) - Absolute power is vested in a single ruler. |
Bureaucratic/Bureaucracy (A) - Rule by government officials that are appointed rather than elected; tends to be excessively rigid and arbitrary placing more importance on its own rules, regulations and routines than the individual's welfare. |
Clan-based, Tribal (E) - Usually though not always primitive and hierarchic based on bloodlines and extended families. |
Communism/Communist (A) - A socialist system where there are no classes and no private ownership of lands, property or production facilities. In theory, an interesting way of doing business, but most life-forms are too self-centered for it to work. It takes a rare creature to do well with a system like this. |
Constitutional (E) - Government where primary power is vested in and controlled and authorized by a written document of basic laws and practices. |
Democracy/Democratic (R) - Power is held by all people, either directly or by elected representatives. |
Empire/Imperial/Imperialistic (A) - Rule by an emperor or empress; generally more religious in nature than a monarchy. |
Feudality/Feudal (E) - Each level of authority derives its power and authority from the one above and pledges fealty likewise. Usually, but not always, militaristic in nature. |
Gerontocracy/Gerontocratic (E) - Rule by the aged and elderly. |
Hegemony (A) - A dictatorship where one government has absolute rule over another. |
Hierarchy/Hierarchic (E) - Government arranged in order of importance; similar to feudal but somewhat more arbitrary, maybe class-based. Usually more authoritarian. |
Isolationist (E) - Rule that advocates self-sufficiency, independence and freedom from foreign political and economic powers. |
Legislature/Legislative (R) - Rule by a body of people empowered, either by election or assignment, to make laws. |
Matriarchy/Matriarchic (E) - Rule by females. |
Meritocracy/Meritocratic (E) - Rulers are chosen by virtue of their talents, intellectual achievements, and excellence of their performance where these factors are considered worthier than race, sex, social status or wealth. |
Military/Militaristic/Militarism (E) - Power vested in or held by the military, or where a strong martial emphasis is present. Usually, but not always, authoritarian. |
Monarchy/Monarchic (E) - Rule by hereditary sovereign such as a king or queen. Usually authoritarian, modifiers can make it representative. |
Oligarchy/Oligarchic (E) - Government where supreme power is restricted to a few persons who act as co-equals. Normally this will be an odd number of people such as in a Triumvirate to prevent deadlocks in decision-making. |
Patriarchy/Patriarchic (E) - Rule by males. |
Pedocracy/Pedocratic (E) - Rule by scholars, educators and the learned. |
Plutocracy/Plutocratic(E) - Rule by the wealthy. |
Presidential(R) - Highest power vested in a single elected individual with a variety of powers over the government form. |
Religious (E) - A modifier indicating total control by or at least the strong presence of native religious organizations in the government. |
Representative - Government composed of individuals empowered to act as agents for many individuals |
Republic(R) - A representative form of government where sovereignty resides in the people entitled to vote for their rulers. |
Socialism/Socialist(A) - "A system practicing the theory of public collective ownership or control of the basic means of production, distribution and exchange with an avowed aim of operating for use rather than profit..." -- dictionary definition. |
Syndicate/Syndicratic(U) - Rule by groups of agents for business interests such as corporations, companies and labor unions. Differs from other representative forms of government in that the needs of the individual are less important than the needs of the groups. |
Symbiotic (E) - A system where two or more life-forms act together in an intimate and mutually advantageous partnership. |
Technocracy/Technocratic (E) - Rule by scientists, engineers and technicians. |
Theocracy/Theocratic (E) - Rule by a priestly class claiming to have divine authority. |
If the player has an idea of the kind of government they want for their race, they can choose the phrase that best describes it or have the game master suggest one. Most forms of government require a type and a modifier because there are few pure forms of government. For example, Great Britain has a Constitutional Monarchy, a representative form of government where nobles and commoners share the running of the country. The US could be said to have a Presidential Republic or a Constitutional Democracy, depending on how you view American government. You could call the aborigines of the Australian outback a Tribal Anarchy as they have no central government. |
A government may need more than a two word description. If the player's idea needs several words to express, feel free. You can have a Matriarchic Clan-Based Legislature with strong Isolationist tendencies if that is your concept. If you don't have an idea of your own by this time, random generation narrows it down to a two-word description of a type and modifier. Join them in the way that seems to make the most sense and re-roll repetitious, contradictory or nonsense combinations. |
1-5 |
Alliance |
44-47 |
Matriarchy |
6 |
Anarchy |
48-51 |
Meritocracy |
7-10 |
Association |
52-55 |
Military |
11 |
Autocracy |
56-60 |
Monarchy |
12 |
Bureaucracy |
61-62 |
Oligarchy |
13 |
Clan-based |
63-66 |
Patriarchy |
14 |
Communist |
67-70 |
Pedocracy |
15-19 |
Constitutional |
71-74 |
Plutocracy |
20-24 |
Democracy |
75-79 |
Presidential |
25-30 |
Empire |
84-88 |
Republic |
31 |
Feudal |
84-88 |
Republic |
32-35 |
Gerontcracy |
89 |
Socialist |
36 |
Hegemony |
90-91 |
Syndicate |
37 |
Hierarchy |
92 |
Symbiotic |
38 |
Isolationist |
93-96 |
Technocracy |
39-43 |
Legislature |
97-100 |
Theocratic |
Designer's Note: While it could be argued that certain forms of government logically influence it's citizen's productivity, I have chosen not to deal that in this section. For simplicity's sake, use the Racial Motivation Chart (3:04) to address this topic. |
GAMEMASTERS ONLY! Random Stargate Determination |
At the GM's discretion, this table will determine how many Stargates lead into and out of a newly created star system. This is for a race's home system. For a newly discovered system, additional stargates will usually not be known at first. Indeed, additional stargates in their own system may, at the GM's discretion, may not already be known but will eventually manifest themselves during game play. No provision has been made for player race systems that have no stargates because the isolation may inspire them to develop FTL drive, which is dangerous to game balance |
1d100 |
1-20 |
One gate, probably just discovered by the natives in their explorations of the home system. |
|
21-40 |
Two gates |
|
41-60 |
Three gates |
|
61-70 |
Four gates |
|
71-80 |
Five gates |
|
81-90 |
six gates |
|
91-100 |
Roll 1d10, that many gates exists in the system. |
Any system with more than four Stargates has almost certainly been visited by a space faring race at some point. In the case of a home system, at the GM's discretion, this visit will have been in the form of a discrete survey which took great pains to leave no sign behind...but failed in some way. Perhaps a writing stylus of apparently advanced design dropped during a field survey or the usual sightings of unidentified flying objects in the homeworld's skies, odd-shaped footprints on some airless moon that is only now being surveyed by the native race, that sort of thing. If this is a system newly discovered by the player race, the evidence may be one of the above, a long-dead probe of unknown origin that has been captured by the system's gravitational fields, ruins of a temporary outpost on one of the planets, or it may be a simple flag, fluttering in the breeze of the main, habitable planet. The political and sociological fallout of this discovery may provide interesting roll playing. |
Established interstellar societies may know about all of their stargates...at the GMs discretion, of course. Discovery of a previously unknown gate is another valuable roll-playing opportunity. |
Points for Racial Disadvantages |
Additional RGPs are available to the player by incurring Disadvantage or Disad Points. In play testing these got to be known as Monty Points because the players began to spend them freely, incurring great disadvantages that they would have to deal with later on. (The reference is to Monty Hall, the long-time host of the TV game show, "Let's Make A Deal." Players who have been into gaming for awhile may have heard the term "Monty Haul," referring to a treasure or prize that seems to be way too generous. If the game master is worth his/her salt, this spectacular windfall will have a hefty price tag on it!) The players design their race and their holdings keeping track of the RGP points used. Instead of paying for the overage by taking known disads, the GM issues an equal number of Monty Points which will be paid for later by the addition of disads previously unknown to the player. If done fairly and impartially, this will add to the adventure of the game by giving it the feel of reality, the air of mystery and wonder that an expanding race would naturally experience. Who really knows what lies beyond the next horizon? |
Monty points may be paid for by creation of an aggressor species that your player-races will shortly run into, or if they are sufficiently antagonistic enough, your player-races may pay for each other's Monty Points. In creation of a new aggressor, take the Monty Points from one or more of the player-races, multiply by 10 and create the new species from your own concept or using the Random Race Generation Tables. Placing the player's race in the vicinity of an existing empire is only a disadvantage if their ideologies clash in some way. An expansionist race will bridle at being limited in their plans for annexation, but a race of joiners wouldn't mind a Federation they can be a part of. On the other hand, a next-door neighbor intent on turning the player's race into TV dinners would definitely hinder whatever plans they have. Work with the player's racial concept, if they have one, to place realistic, but not insurmountable obstacles before them. |
Once a GM is familiar with this system and how it maintains balance between players, s/he can opt to create the races free-form and essentially "Play God" and be much better able to guide the players' destinies without detracting from player control. A word of caution: It is easy for a GM to get carried away with secret disads and etheric, seemingly arbitrary controls. This kind of free-form play is not for everyone. |
If you prefer, you may use the following chart in part or in whole. |
1d10* |
Result |
Points |
Disadvantage |
|
1 |
5 |
GM's choice, either a genetic racial weakness to some common
disease or toxin (a "case of the sniffles" will put you in the hospital or
a dose of the toxin, frequently used by other races in their perfumes
and colognes, will do about the same thing), or some commonly
available "everyman" skill or ability is unfathomable to your people; a
tin ear or color blindness, for example might prevent you from
interacting on a social level with certain other species. It is
important that the GM and player discuss these shortcomings and
that they be played accordingly. |
|
2 |
10 |
An irrational fear or intolerance for certain common genoforms,
mammiloids or reptiloids, for example. Individuals may be incapable
of dealing rationally with the given genoform and will go to great
lengths to avoid being in its presence. Constant roles vs. INT are
necessary to prevent breaking out in hives or having a nervous
breakdown or other bad reaction. |
|
3 |
15 |
A complete and overriding fear or intolerance for certain genoforms.
Whereas the previous level can be manageable, this is so
overwhelming that it colors everything you say or do, especially when
such lifeforms are present. |
|
4 |
20 |
Screaming fits or berserker rage in the presence of certain
genoforms. A fear and hatred so overwhelming that one cannot even
stand the idea of being around the lifeform in question. |
|
5 |
25 |
An ancient blood enemy or the real-life version of a "bogeyman"
creature has a homeworld near the player-race's territory or is a
prominent member of the interstellar government contacted by your
race. Somehow, the phrase "pandemonium will ensue" just doesn't
cover the results.
|
|
6 |
30 |
Some race near your homeworld sees you as the critters in some
of the above examples and will happily exterminate you if they have
the chance. In fact they will make it their point in life. So much for
the little diplomatic mission. |
|
7 |
35 |
A race at least as powerful as yours near your home system thinks
you look exactly like a now-extinct creature that they used to think
was quite tasty. For some reason, your translators keep picking up
the phrase "pot pie." |
|
8 |
40 |
The new race you have encountered opens negotiations with "Ah,
so you are the vermin who took over our ancestral home while we
were off fighting great wars. We will have it back now." |
|
9 |
45 |
Two words: weeping sores. |
|
10 |
|
Your race is possessed of absolutely no social graces, as the rest of
the galaxy seems to view them, consequently dealings with anyone
but your own people will be difficult at best. Okay, maybe you are
rude, crude and ready to ____(fill in the blank) at the drop of a hat,
but was it really necessary to drop atomic bombs on the Feast of
Saint Marmaduke Festival? I mean, really! |
Okay, that's getting a little silly, but you get the idea. Whatever the GM cooks up will be progressively more difficult to overcome as the Monty Points go up. The general idea is that the more points you spend, the more likely you will run into something or someone that you don't like or does not like you. If it can be easily overcome by education or technology, it just isn't worth that many points. If every day is an adventure in sheer terror, you've got some points coming to you! At some point, the disads stop being interesting to role play and start to be annoying to deal with every time you turn around. Or, maybe they don't. It depends on your racial concept. Fear, hatred, paranoia; xenophobia can be fun! |
All Player Races enter the game at a TL of 8. All RP's remaining after creation of the home star system is multiplied by 10 and then the TL. The result is the number of RP accumulated by the Player Race from the time of its first world government to the time they enter the game. These points may be used to create additional star systems that the race has explored and claimed or to build a space fleet and facilities or a little of both. RPs may also be banked for future use if not used in the development part of the game.
If you are only playing the Corona Galaxy Campaign Level game, the building of a space fleet may be abbreviated and used as a guideline of the military might of a race. Elements of the Corona Galaxy Tactical Level system may enter into such a game, but unless the forces are very small, ship-to-ship combat may never occur. The GM may wish to play a free-form game if this is the case.
Once play has begun, the race's RP production begins. Annual RP production is the profit or production beyond the people's needs generated by a producing body. This figure is arrived at like this...
1. Each producing body generated in the Corona Galaxy Campaign Level system is adjusted using Table 1:12. Roll for Annual Production Variances. Total up RP production for all bodies and record the results.
2. Add or subtract percentage for Racial Motivation (Table 3:04).
3. Multiply by TL and round up to get final annual production.
The result is the number of RP available in the current SY for use by the player. These points may be used in one of three ways...
A. Stockpiled for future use. Storage facilities are set up to store massive amounts of raw materials for future use. Bear in mind that stockpiled materials are vulnerable to spoilage, pilferage and loss by other means but is the only way to carry surplus RP into another SY.
At the beginning of any year when material has been stockpiled previously, roll any die. Even numbers mean no loss, odd number means loss. If odd, roll 1d10 for percentage of stockpile lost.
B. Develop facilities and technology. This may be done by using RP for education, advertising and propaganda to raise racial motivation (See Table 3:04) or by improving facilities that glean the resources available, raising Total Annual RP Production by 1 point by raising the race's TL by .01 for every 100 points of RP invested into research and development. The additional benefit of raising your TL is that the game master will give you new technology to work with so that your race becomes more powerful. Shipyards and other such infrastructure improvements is assumed to be part of this expenditure.
C. Used to build ships, stations and weapons.
Which takes us into the Corona Galaxy Tactical Level system.
Note to Gamemasters: In play on this level, it is suggested that you award the player .01 TL for every year of game time, an additional .01 TL for play that exemplifies their racial concept, plus at least .01 TL for contact with any new race or government. They may also recieve up to an additional 5 RP annual production for their trade with each of these alien civilizations. At the GMs discretion, they may also award additional TL or RP production for advances made by the contacted race(s), assuming the player race is in close contact with the other civilization.