TEXT:  
  0 
   
   
   
  EXPANDED WORLD GENERATION 
  COMPATIBLE WITH STARS WITHOUT NUMBER 
  By Richard Hazlewood 
   
  
   
  1 
   
  EXPANDED WORLD GENERATION 
  COMPATIBLE WITH STARS WITHOUT NUMBER 
  Revision 2 
  Credits
  Cover Art 
  © Fotosearch.com – www.fotosearch.com 
  Interior Design & Layout 
  Kathy Hazlewood 
  Omer Golan-Joel 
   
  Author 
  Richard Hazlewood 
  Editor 
  Omer Golan-Joel 
   
  All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, 
  names, places, items, art and text herein are copyrighted by Stellagama Publishing. This material is protected under the copyright laws of the United States. 
  This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental. 
   
  Stars Without Number™ is a trademark of SineNomine Publishing and of Kevin Crawford. Used with permission under license. 
   
  
  Expanded World Generation 
   
  2 
   
  Table of Contents 
   
   
   
   
   
   
   
   
   
   
  Copyright © 2016 Stellagama Publishing  
  Stars Without Number™ is a trademark of SineNomine Publishing and of Kevin Crawford. Used with permission under license. 
   
   
  Introduction 
  3 
  Required Materials 
  3 
  About The Author 
  3 
   
   
  World Generation 
  4 
  Atmosphere 
  4 
  Temperature 
  5 
  Biosphere 
  5 
  Population 
  6 
  Tech Level 
  8 
  World Tags 
  9 
  New World Tag Descriptions 
  10 
  Living Standard 
  15 
  Dressing the Set 
  15 
   
   
  Sample World Creation 
  16 
  Mazada and Jo Hagin 
  18 
  
   
  3 
   
  INTRODUCTION 
  This rule supplement provides several expanded rules for more varied world generation in Stars Without 
  Number. It does not reproduce the entire world generation rules section of the core rulebook. Definitions of 
  terms and details on how to use these rules are provided in the core rulebook. 
  With only half-a-dozen die rolls the GM can quickly determine the Atmosphere, Temperature, Biosphere, 
  Population and Tech Level. World Tags are easily determined with a couple more die rolls. Each World Tag 
  comes with suggestions for Enemies, Friends, Complications, Events and Places all designed to inspire the GM 
  with adventure ideas for the Player Characters. 
  Required Materials 
  To get the most from this book you will need at least two dice of various sides and some pens/pencils and 
  paper or a computer. 
  Access to a copy of the Stars Without Number™, a sci-fi role-playing game by SineNomine Publishing may be 
  useful. You can get the main rulebook for free from the SineNomine store on DriveThruRPG: 
  http://www.drivethrurpg.com/product/86467/Stars-Without-Number-Free-Edition 
  References to Other Books 
  In this book, references to specific pages in other books and products are shown as the code for the 
  relevant book followed by the page number, both in italics, thus: SWN x or (SWN x). 
   Stars Without Number Rulebook by SineNomine Publishing: SWN 
  Die Throw & Notation Conventions 
  The die throw and notation conventions used in this book are the same as those described on SWN 5. 
  About the Author 
  Richard Hazlewood has been playing RPGs since 1976.  He served eight years in the US Navy, operating 
  nuclear reactors on submarines.  He enjoyed that so much he got out of the Navy and went into aviation.  
  Richard has a Master’s Degree is Aerospace Engineering and works for a major US Airline.  He has two grown 
  sons and three grandchildren. Richard lives with his wife and three dogs in the Southern USA. 
  Stellagama Publishing 
  Stellagama Publishing is a small, independent, international role-playing game publisher focused on science 
  fiction gaming. We publish stuff for the White Star™ RPG; Sword & Wizardry: White Box™; Mongoose 
  Publishing® Traveller™, 2nd edition; Stars Without Number, and the 2D6 Sci-Fi OGL rules; and. Our interests are 
  first and foremost to put forth enjoyable, immediately playable supplements, settings and adventures for 
  these games for the enjoyment of our fellow players and GMs. 
   
   
   
   
  
   
  4 
   
  WORLD GENERATION 
  The creation of an interstellar Sector should be completed using the rules starting on SWN 81. Once the 
  sector has been created, the individual worlds can be detailed using the rules in Chapter 7: World Generation, 
  beginning on SWN 87. The following supplemental information can be used to help randomly determine 
  additional details about a world, expanding on the rules in SWN. 
  One important point that is mentioned numerous times in the SWN rulebook: if you don’t like the result of a 
  random roll, change it. This is very important in the world creation rules. Even with the revised rules listed 
  below, it is still quite possible to roll a world that just doesn’t make sense to the GM. If that is the case, the 
  GM should change any, or all, of the characteristics of the world to get something that suits the setting. While 
  it can be fun trying to come up with explanations for how a weird combination of factors could exist on a 
  particular world, if there are too many strange worlds in a sector, it strains the imagination of the GM and the 
  believability of the players. It is important to remember that the tables in this product and the tables in the 
  SWN Rulebook should only be used for the primary world in a star system. 
  Atmosphere 
  An expanded Atmosphere table is provided below, with two new atmosphere types. To determine the 
  Atmosphere type, roll 2d6 and consult the table below. If you specifically intend the world to be populated by 
  more than a few tens of thousands of people, you may simply wish to assume it has a Breathable atmosphere. 
  Alternately, roll 1d6 and use the “Breathable” column to determine the specific breathable atmosphere type 
  on the table below: 
   
  2d6 1d6 Atmosphere 
  2 
   
  Corrosive 
  3 
   
  Inert Gas 
  4 
   
  Airless 
  5 
  1 
  Thin Atmosphere 
  6 
  2 
  Breathable Mix 
  7 
  3 
  Breathable Mix 
  8 
  4 
  Breathable Mix 
  9 
  5 
  Breathable Mix 
  10 
  6 
  Thick Atmosphere 
  11 
   
  Invasive, Toxic Atmosphere 
  12 
   
  Corrosive and Invasive Atmosphere 
  New Atmosphere types 
  Airless worlds are common as asteroids, rocky or icy planetoids, or barren worlds that have had their 
  atmospheres burnt off by weapons or cosmic caprice. While there may be a very thin atmosphere, like Mars, 
  whatever atmosphere exists is usually too thin to support anything other than microbial life. 
  Thin atmospheres can usually be breathed with the use of a filter/compressor mask. Separate air supplies 
  may be necessary to supplement the blend, but any society that means to survive on such a world must have 
  sufficient technological expertise to maintain large numbers of filter/compressor masks and be able to 
  manufacture and store compressed gas (TL2). Thin atmospheres may be more breathable in rift valleys or 
  
   
  5 
   
  other deep depressions in the planet’s surface, if they exist. Temperatures tend to vary wildly on worlds with 
  thin atmospheres, plunging to very low temperatures at night. 
  Temperature 
  Temperature can be determined by rolling 2d6 and consulting the appropriate column for the atmosphere 
  type of the world. Again, if you intend this world to have a populous human presence, you may want to avoid 
  the Frozen or Burning temperature options. 
   
  2d6 Breathable 
  Thick 
  Thin 
  Airless 
   Corrosive/Invasive 
  2 
  Cold-Temp 
  Cold-Temp 
  Cold-Temp 
  Frozen 
  Frozen 
  3 
  Cold-Temp 
  Cold 
  Cold 
  Frozen 
  Cold-Temp 
  4 
  Cold 
  Cold 
  Cold 
  Cold-Temp 
  Cold 
  5 
  Cold 
  Temperate 
  Cold 
  Cold 
  Cold 
  6 
  Temperate 
  Temperate 
  Cold 
  Cold 
  Cold 
  7 
  Temperate 
  Temperate 
  Temperate 
  Temperate 
  Temperate 
  8 
  Temperate 
  Warm 
  Temperate 
  Temperate 
  Warm 
  9 
  Warm 
  Warm 
  Temperate 
  Warm 
  Warm 
  10 
  Warm 
  Warm 
  Warm 
  Warm 
  Warm 
  11 
  Temp-Warm 
  Warm 
  Warm 
  Temp-Warm 
  Temp-Warm 
   
  Biosphere 
  Roll 2d6 and consult the table below, using the appropriate atmosphere column. Most human-inhabited 
  worlds have some kind of life on them, either native, imported or a mix of both. 
  2d6 Breathable 
  Thick 
  Thin 
  Airless 
   Corrosive/Invasive 
  2 
  Remnant 
  Remnant 
  Remnant 
  Remnant 
  Remnant 
  3 
  None 
  None 
  None 
  None 
  None 
  4 
  Microbial 
  Microbial 
  None 
  None 
  None 
  5 
  Microbial 
  Microbial 
  Microbial 
  None 
  None 
  6 
  Miscible 
  Microbial 
  Microbial 
  None 
  Microbial 
  7 
  Miscible 
  Miscible 
  Miscible 
  None 
  Microbial 
  8 
  Miscible 
  Immiscible 
  Immiscible 
  None 
  Immiscible 
  9 
  Immiscible 
  Immiscible 
  Immiscible 
  None 
  Immiscible 
  10 
  Hybrid 
  Immiscible 
  Hybrid 
  Engineered Immiscible 
  11 
  Hybrid 
  Hybrid 
  Hybrid 
  Engineered Immiscible 
  12 
  Engineered 
  Engineered Engineered Immiscible 
  Engineered 
   
   
  
   
  6 
   
  Population          
  Roll 2d6 and consult the table below. Additionally, the GM is encouraged to include Modifiers based on the 
  setting assumptions. If the region is to have a more frontier feel, then a -1 or -2 Modifier should be imposed. If 
  the sector or region is fairly well settled, then a +1 Modifier might be appropriate. The final population should 
  make sense based on the overall habitability of the world as determined so far; but don’t be afraid to accept 
  an unusual result if you’ve got an idea about how to explain it. The Scream did weird things to planetary 
  populations and even after five hundred years, those effects can still be seen in the populations of some 
  worlds. It is also likely that the GM may want to come back and adjust the population based on the World Tags 
  (determined later) or other social factors that could reasonable affect the population of a world. Extremely 
  high or low Tech Level should affect the population as well as Tags like Feral, Outpost etc.  
  This table assumes that the planet has some kind of population. If the GM wishes to impose a population of 
  zero, for an uninhabited world, that is fine, but these rules will not normally generate such a world. The 2d6 
  table provided actually goes from 1 to 13. GMs are encouraged to impose Modifiers based on the desired feel 
  of the setting as mentioned above. 
  The following general Modifiers should be applied based on the Temperature of the world:  
  -1 if Warm or Cold, -2 if Variable, -3 if Frozen or Burning 
   
  2d6 Breathable 
  Thick 
  Thin 
  Airless 
   Corrosive/Invasive 
  1- 
  Outpost 
  Outpost 
  Outpost 
  Outpost 
  Outpost 
  2 
  Failed Colony 
  Failed Colony 
  Failed Colony 
  Failed Colony 
  Failed Colony 
  3 
  Outpost 
  Outpost 
  Outpost 
  Outpost 
  Outpost 
  4 
  10 Thousand 
  Outpost 
  Outpost 
  Outpost 
  Outpost 
  5 
  10 Thousand 
  10 Thousand 
  10 Thousand 
  Outpost 
  Outpost 
  6 
  100 Thousand 
  10 Thousand 
  10 Thousand 
  Outpost 
  Outpost 
  7 
  100 Thousand 
  100 Thousand 
  10 Thousand 
  10 Thousand 
  Outpost 
  8 
  Million 
  100 Thousand 
  100 Thousand 
  10 Thousand 
  10 Thousand 
  9 
  10 Million 
  100 Thousand 
  100 Thousand 
  10 Thousand 
  10 Thousand 
  10 
  100 Million 
  Million 
  Million 
  100 Thousand 100 Thousand 
  11 
  Billion 
  10 Million 
  10 Million 
  Million 
  Million 
  12 
  Alien 
  Alien 
  Alien 
  Alien 
  Alien 
  13+ 100 Million 
  100 Million 
  100 Million 
  10 Million 
  10 Million 
   
  New Population Ranges 
  Failed Colonies usually have no sizable populations. However, there are occasionally stubborn or hearty 
  individuals that survive the collapse of their world. Roll 1d6 and on a 4, 5 or 6, assume that the failed colony 
  has the equivalent of an Outpost population living is scattered settlements of a few dozen people. Otherwise 
  assume a population of 1d100. 
   
   
  
   
  7 
   
  Outposts have populations determined by rolling 1d6 on the following table: 
  1d6 Outpost Population 
  1 
  1d10 * 100 
  2 
  1d10 * 100 
  3 
  1d10 * 100 
  4 
  1d10 * 500 
  5 
  1d10 * 500 
  6 
  1d10 * 1000 
  10 thousand of inhabitants roll 1d10*10 thousand people. 
  100 thousand of inhabitants rolls 1d10*100 thousand people. 
  Millions of inhabitants have populations of 1d10 Million people. 
  Tens of millions of inhabitants have populations of 1d10*10 million people. 
  100 millions of inhabitants have populations of 1d10*100 million people. 
  Billions of inhabitants have populations determined by rolling 1d6 on the following table: 
  1d6 Billions Population 
  1 
  1 Billion 
  2 
  1 Billion 
  3 
  1 Billion 
  4 
  1d3 Billion 
  5 
  1d6 Billion 
  6 
  1d10 Billion 
   
  Alien civilizations have populations determined by rolling 1d6 on the following table and then rolling on the 
  appropriate population table above: 
  1d6 Alien Population 
  1 
  Remnant 
  2 
  100 Thousand 
  3 
  Million 
  4 
  10 Million 
  5 
  100 Million 
  6 
  Billion 
   
   
   
  
   
  8 
   
  Tech Level 
  Roll 2d6 and consult the table below based on the type of population on the world. Worlds with less than 
  tech level 4 are usually incapable of interstellar flight, so typically have little or no interstellar contact. Tech 
  level is another table where the GM should adjust numbers to suit the region they desire to create. 
  As with the Population table, this table goes from 1 to 13, allowing the GM to impose Modifiers based on 
  the desired setting, or on other factors. 
   
  2d6 Remnant 
  Outpost 
  10 Thousand 
  100 Thousand 
  Millions to Billions 
  1- 
  Tech Level 0 Tech Level 2 
  Tech Level 0 
  Tech Level 0 
  Tech Level 1 
  2 
  Tech Level 0 Tech Level 3 
  Tech Level 0 
  Tech Level 0 
  Tech Level 2 
  3 
  Tech Level 0 Tech Level 3+ 
  Tech Level 1 
  Tech Level 1 
  Tech Level 3 
  4 
  Tech Level 0 Tech Level 4- 
  Tech Level 2 
  Tech Level 2 
  Tech Level 3+ 
  5 
  Tech Level 0 Tech Level 4- 
  Tech Level 3 
  Tech Level 3 
  Tech Level 4- 
  6 
  Tech Level 0 Tech Level 4- 
  Tech Level 3+ 
  Tech Level 3+ 
  Tech Level 4- 
  7 
  Tech Level 0 Tech Level 4- 
  Tech Level 4- 
  Tech Level 4- 
  Tech Level 4 
  8 
  Tech Level 0 Tech Level 4- 
  Tech Level 4- 
  Tech Level 4- 
  Tech Level 4 
  9 
  Tech Level 1 Tech Level 4- 
  Tech Level 4- 
  Tech Level 4 
  Tech Level 4 
  10 
  Tech Level 1 Tech Level 4 
  Tech Level 4 
  Tech Level 4 
  Tech Level 4+ 
  11 
  Tech Level 1 Tech Level 4 
  Tech Level 4 
  Tech Level 4+ 
  Tech Level 4+ 
  12 
  Tech Level 2 Tech Level 4+ 
  Tech Level 4+ 
  Tech Level 5 
  Tech Level 5 
  13+ Tech Level 3 Tech Level 5 
  Tech Level 5 
  Tech Level 4+ 
  Tech Level 4+ 
  Modifiers: Worlds with a population of Billions should get a +1 Modifier on this table. 
  New Tech Level Ranges 
  Tech Level 3 with specialties (3+) is a not uncommon version of a Tech Level 3 society that experiences 
  occasional interstellar contact. While the majority of the world’s technology is solidly Tech Level 3, in some 
  areas, typically space travel and weapons technology, the world is able to produce versions of Tech Level 4 
  items. Spike drives are limited to Drive-1. 
  Tech Level 4 with limitations (4-) is a slightly different phenomenon than 3+. In this case, the world is highly 
  advanced in a variety of ways, but does not have much in the way of interstellar technology. At best, a TL4- 
  world can manufacture a spike drive at Drive-1 rating, but often does not even have the facilities or human 
  expertise to do so. These worlds often have an otherwise high-tech feel, but are limited in their interstellar 
  travel capabilities. 
  World Tags 
  Roll 1d100 three times and consult the table on the following page. These Tags give striking or specific 
  details of what makes the world worth noticing to starfaring adventurers. The original table only had 60 
  entries. Additional Tags have been created using the the World Quirk information from the 2D6 Sci-Fi OGL 
  rules to increase the number of World Tags. New World Tags (explained below) are shown in italics. Once all 
  three Tags have been rolled, the GM should discard the Tag that doesn’t seem to fit with the other two. 
  Keeping all three Tags usually creates too confusing of a world description and is not recommended. 
   
   
  
   
  9 
   
  1d100 World Tag 
  1d100 World Tag 
  01 
  Abandoned Colony 
  48 
  Out of Contact 
  02-03 
  Alien Ruins 
  49 
  Outpost World 
  04 
  Altered Humanity 
  50 
  Peaceful 
  05 
  Area 51 
  51 
  Perimeter Agency 
  06 
  Artistic 
  52 
  Pilgrimage Site 
  07 
  Badlands World 
  53 
  Police State 
  08 
  Bubble Cities 
  54 
  Preceptor Archive 
  09 
  Civil War 
  55 
  Pretech Cultists 
  10 
  Cold War 
  56 
  Primitive Aliens 
  11-12 
  Colonized Population 
  57-58 
  Progressive 
  13 
  Deceptive 
  59 
  Psionic Fear 
  14-15 
  Desert World 
  60 
  Psionic Worship 
  16 
  Eugenics Cult 
  61 
  Psionic Academy 
  17 
  Exchange Consulate 
  62-63 
  Quarantined World 
  18 
  Fashion 
  64 
  Radioactive World 
  19-20 
  Feral World 
  65-66 
  Recovering 
  21 
  Flying Cities 
  67 
  Regional Hegemon 
  22 
  Forbidden Tech 
  68-69 
  Restrictive Laws 
  23 
  Freak Geology 
  70 
  Rigid Culture 
  24 
  Freak Weather 
  71 
  Seagoing Cities 
  25 
  Friendly Foe 
  72 
  Sealed Menace 
  26-28 
  Fusion 
  73 
  Sectarians 
  29-30 
  Gold Rush 
  74 
  Seismic Instability 
  31 
  Hatred 
  75 
  Secret Masters 
  32 
  Heavy Industry 
  76 
  Taboo 
  33-34 
  Heavy Mining 
  77 
  Theocracy 
  35 
  Honorable 
  78 
  Tomb World 
  36 
  Hostile Biosphere 
  79-80 
  Tourist Attraction 
  37 
  Hostile Space 
  81 
  Trade Hub 
  38 
  Liberal 
  82-85 
  Tyranny 
  39-40 
  Local Specialty 
  86 
  Unbraked AI 
  41 
  Local Tech 
  87-90 
  Unusual Custom 
  42 
  Major Shipyard 
  91 
  Violent 
  43 
  Minimal Contact 
  92-95 
  Warlords 
  44-45 
  Misandry/Misogyny 
  96 
  Xenophiles 
  46 
  Obsessed 
  97-99 
  Xenophobes 
  47 
  Oceanic 
  100 
  Zombies 
   
   
   
  
   
  10 
   
  New World Tag Descriptions 
  Artistic 
  Art and culture are highly prized. Aesthetic design is important in all items produced on this world and even 
  mundane items, like screwdrivers, are decorated and artistically embellished. Offworlders who do not 
  appreciate the artistry and aesthetic designs can be shunned or ostracized. 
  Enemies 
  Dishonest art dealer, Offended artist, Offworld art thief 
  Friends 
  Flamboyant artist, Conscientious worker, Enthusiastic art historian 
  Complications Fines for lack of artistry, Accidental damage of artwork, hidden character talent 
  Things 
  Unique collectable artwork, Aesthetic mundane items, Offworld art as new trend 
  Places 
  Antique shop, Art Gallery/Museum, PreTech art studio 
   
  Deceptive 
  Trickery and equivocation are considered acceptable. Honesty is a sign of weakness. 
  Enemies 
  Dishonest customs official, Fence for stolen goods, Unbribeable official 
  Friends 
  The only honest merchant in the world, Admiring con artist, Stranded offworlder 
  Complications Stolen cargo, Forged currency, Bureaucracy that runs on bribery 
  Things 
  Illegal cargo, Fake PreTech/PsiTech/XenoTech/MalTech artifact, Thieves‟ tools 
  Places 
  House of illusion, Festival of tall tales, Bureaucratic administration 
   
  Fashion 
  Fine clothing and decoration are considered vitally important in the culture. A significant portion of each 
  person’s income is spent on clothing and accessories. Underdressed characters have no standing here. 
  Enemies 
  Egotistical fashion designer, Sack-cloth wearing revolutionary, Elegant fashionista 
  Friends 
  Bemedaled police officer, Jeweler, Up-and-coming fashion designer 
  Complications Fines for plain clothing, Fashion models get special treatment, Designer using 
  offworld designs and selling them as his own 
  Things 
  Jewelry with built-in electronics, Exotic clothing, Historical fashions 
  Places 
  Fashion show, Clothing superstore, Outlet mall 
   
   
   
  
   
  11 
   
  Fusion 
  The culture is a merger of two distinct cultures. Roll again twice to determine the tags inherited from these 
  cultures. If the tags are incompatible, the culture is likely to be divided. 
  Enemies 
  Cultural purist, Suspicious offworld anthropologist, Misguided social integrator 
  Friends 
  Child of two cultures, Cultural attaché, Native guide 
  Complications Character is from of one of the original cultures, Corned-beef with cabbage and 
  humus, 
  Things 
  Expensive integrated artwork, Exotic blended foods, Mismatched clothing 
  Places 
  Fusion restaurant, Cultural heritage museum, Twisted cultural location 
   
  Honorable 
  On this world, one’s word is one’s bond. Lying is both rare and despised. Written contracts are rare and 
  people abide by the spirit of the law, not just the letter of the law. 
  Enemies 
  Liar in the midst, Honest opposition, Affronted former business partner 
  Friends 
  Honest merchant, Paladin guard, Friendly waiter 
  Complications A not-so-simple misunderstanding, Caught in a lie, Over helpful business partner 
  Things 
  Too much cargo, lie detector, PreTech artifact that enforces honesty 
  Places 
  Hall of honorable sacrifice, Business center, Prison 
   
  Liberal 
  The planetary culture welcomes change and offworld influence. Characters that bring new and strange ideas 
  will be welcomed. Depending on the speed of the changes brought to the planet, significant cultural upheaval 
  could be taking place. 
  Enemies 
  Conservative activist, Offworld con-man, XenoTech thief 
  Friends 
  Cultural advisor, Eager merchant, Xenophilic romantic 
  Complications Unintended fad, Conservative demonstration/rally, Environmental impact 
  Things 
  Wide variety of XenoTech, Plans for the next big trend, Fake XenoTech 
  Places 
  Multi-worlds fair, Import business, History of fads museum 
   
  Obsessed 
  Everyone is obsessed with or addicted to a substance, personality, act or item. This monomania pervades 
  every aspect of the culture. 
  Enemies 
  Addict in need of next fix, Entitled dealer, Obsessed mob 
  Friends 
  Reformed addict, Offworld anthropologist/medic, Counter-culture Advocate 
  Complications Characters (unknowingly?) have ingredient key to the obsession, no time to 
  service the ship due to obsession, The obsession is no longer available. 
  Things 
  Cash for obsession, the substance or object obsessed over, Cure for the obsession 
  Places 
  Abandoned manufactories, Looted stores, Building dedicated to the obsession 
   
   
  
   
  12 
   
  Peaceful 
  Physical conflict is almost unheard-of. The culture produces few soldiers and diplomacy reigns supreme. 
  Forceful characters will be ostracized. 
  Enemies 
  The one violent person on the planet, Master orator, Obsessed stalker 
  Friends 
  Fascinated anthropologist, Pacifistic guru, love-struck peacenik 
  Complications Nonviolent demonstration, Peace is secured through drugs, Invaders or pirates 
  Things 
  Book outlining perfected debating techniques, Weapons used for different 
  purposes, Mind control device that ensures peace 
  Places 
  Center of reason, self-defense class, Ancient battle site 
   
  Progressive 
  The culture is expanding and vibrant. Fortunes are being made in trade and science is forging bravely ahead. 
  Enemies 
  Unscrupulous merchant, Conservative terrorist, MalTech scientist 
  Friends 
  Budding Entrepreneur, Eager young scientist, Offworld advisor 
  Complications MalTech violations, Parade promoting advancement, Jealous neighbor tries to 
  slow down or stop the rapid progress 
  Things 
  Rich literature or artwork, Hidden cache of PreTech equipment, Plans for the next 
  great project 
  Places 
  Construction site, Outdated space station ready for demolition, University 
  research center 
   
  Recovering 
  A recent trauma, such as a plague, war, disaster or despotic regime has left scars on the culture. The culture 
  of the world is changing quickly and there are several possibly conflicting changes occurring at the same time 
  as the society figures out how to deal with the after effects of the trauma. 
  Enemies 
  Member of the group that caused the disaster, Dishonest merchant, Misinformed 
  helper 
  Friends 
  Disaster response team leader, Local aid worker, Zealous young revolutionary 
  Complications Disaster was man-made and could happen again, Conflicting recovery plans, 
  Significant number of people want a return to the “good old days” 
  Things 
  Proof the disaster was caused by a particular person or group, Medical 
  equipment, Historical records from before the disaster 
  Places 
  Aid station or hospital, Rebel hideout, Wrecked space station 
   
   
   
  
   
  13 
   
  Taboo 
  A particular topic is forbidden and cannot be discussed. Characters who unwittingly mention this topic will 
  be ostracized. 
  Enemies 
  Fanatic who wants to ensure the characters do not break the taboo, Deliberate 
  taboo breaker, Suspicious taboo enforcement officer 
  Friends 
  Marginal tabooist, Offworld anthropologist, Revolutionary leader 
  Complications Taboo is a common topic in the rest of the sector, breaking taboo causes a violent 
  reaction, Taboo topic changes occasionally 
  Things 
  Illegal device that breaks taboo, Device that enforces taboo, Collection of taboo 
  items 
  Places 
  Hidden location to experience the taboo subject, Taboo enforcement center, 
  Rehabilitation center 
   
  Tourist Attraction 
  Some aspect of the culture or the planet draws visitors from all over the sector. Much of the business on the 
  world has developed to cater to the visitors. There may be an underside of society that resents all of the 
  offworld influence. 
  Enemies 
  Controlling tour guide, Disgruntled xenophobe, Conservationist who hates how 
  offworlders are ruining the attraction 
  Friends 
  Helpful tour guide, Accommodating merchant, Minister of tourism 
  Complications Tourists are slowly destroying the attraction, Attraction only appears periodically, 
  Attraction is dangerous in some way, Attraction is not a thing but a basic part of 
  the world’s culture 
  Things 
  Souvenirs, Illegal pieces of the attraction, Commemorative collectables 
  Places 
  The attraction itself, Observation platform, Souvenir shop 
   
   
   
  
   
  14 
   
  Unusual Custom 
  The culture of the planet has some very unusual custom or habit that significantly sets it apart from most 
  human worlds. Examples of unusual customs include, but are not limited to: the status of offworlders, 
  technology or cybernetics, life cycle or end of life decisions, social standing or caste system, trade, nobility, sex, 
  eating, travel or conspiracy. The exact nature of the unusual custom must be determined by the GM. 
  Enemies 
  Counter-culture extremist, Fanatic practitioner of the custom, Offworlder trying 
  to change the “obscene” custom, Custom police 
  Friends 
  Open minded practitioner of the custom, Custom teacher, Friendly merchant of 
  the custom 
  Complications Custom directly affects one of the characters for better or worse, Strong counter-
  culture movement is trying to change or eliminate the custom, Custom is 
  dangerous to those not from this world 
  Things 
  Item that promotes the custom, Explicit recordings of the custom for offworlders 
  Places 
  Designated facility for practicing the custom, Hidden club for counter-custom 
  patrons 
   
  Violent 
  Physical conflict is common, taking the form of duels, brawls and other contests. Trial by combat is a part of 
  the judicial system. Personal affronts are typically dealt with quickly and personally. 
  Enemies 
  Professional duelist, Offended fighter, Local bully 
  Friends 
  Helpful young guide, Wise old master of arms, Honorable enemy 
  Complications Duels have unusual rules of conduct, Violence is being encouraged by 
  offworlders, Violence outside of the Code Duella is strictly forbidden 
  Things 
  Personal weapons, Recordings of fights, Concealable body armor 
  Places 
  Coliseum of violence, Slaughter house, Street riot 
   
   
   
  
   
  15 
   
  Living Standard 
  Skyward Steel introduces the concept of a Living Standard (SS 53) as a way to help determine the number of 
  Build Points (BP) that a world can produce to build up their space navy. To determine the living standard of a 
  world, the GM should roll 2d6 and consult the following table; various World Tags will provide positive or 
  negative modifiers to this roll. All World Tags should be accounted for, with Modifiers stacking. 
   
  2d6 Living Standard 
  3- 
  Slum 
  4 
  Poor 
  5 
  Poor 
  6 
  Poor 
  7 
  Common 
  8 
  Common 
  9 
  Common 
  10 
  Common 
  11+ Good 
  -1 Modifier if World Tag is Civil War, Feral World, Out of Contact, Peaceful, Recovering, Tomb World,   
  +1 Modifier if World Tag is Cold War, Exchange Consulate, Heavy Industry, Hostile Space, Major Shipyard, 
  Perimeter Agency, Progressive, Regional Hegemon, Trade Hub  
   
  In the Pre-Scream galaxy, there were two higher Living Standards called Elite and Peerless. Elite Living 
  Standards must be placed by the GM and there are no known worlds that have retained the Peerless Living 
  Standard.  
  Once the Living Standard has been determined, the GM can use the table on SS 53 to determine the BP 
  capacity of the world. For Elite Living Standards, double the number of BP listed for the Good Living Standard. 
  Dress the Set 
  One of the most important things a GM can do after generating a random world is to make sure that 
  everything fits or makes sense. A paragraph or two to explain how the various pieces of the world creation 
  system fit together, especially the Tags, will greatly assist the GM when the Players come along and mess 
  things up. 
  Sine Nomine Publishing published a merchant supplement called Suns of Gold, which contains additional 
  information for building a post-Scream galaxy, adding additional information for those games which involve 
  interstellar merchants. 
   
   
  
   
  16 
   
  SAMPLE WORLD CREATION 
  While the world creation rules of SWN are quite simple, several places require GM input. The following 
  section shows how these creation rules can be used. 
  Two worlds will be created: 
  Mazada – This world will be a habitable world with a Tech 4 society that will be where the PCs begin their 
  exploration of the post-Scream galaxy. 
  Jo Hagin – This is a world one hex away from Mazada and will be the first world visited by the PCs. This 
  world will be created completely randomly. 
  Atmosphere 
  Mazada: The GM wants this world to be a homeworld of the PCs, so decides that Mazada will have a 
  Breathable atmosphere. 
  Jo Hagin: The GM rolls 2d6 (rolling a 5) and determines that the atmosphere is Thin meaning it is breathable 
  only with the use of compressor masks. 
  Temperature 
  Mazada: The GM assumes that the world is Temperate, but decides to roll anyway just to see if it gives them 
  any ideas. Rolling a 5, the Temperature is Cold, which isn’t what the GM wants, but the GM decides to go with 
  Cold-Temperate instead, making the world similar to Alaska, Scandinavia or Siberia on Earth. 
  Jo Hagin: Rolling 2d6 (a 12), the GM sees that the world is Warm, making is a sub-tropical climate. With the 
  Thin atmosphere, the world likely to have large deserts and has dramatic temperature changes between day 
  and night. 
  Biosphere 
  Mazada: Similar to the temperature, the GM decides to roll rather than just pick Miscible. Rolling 2d6 (5) 
  indicating the world has a microbial biosphere. The GM decides to ignore the roll and stick with Miscible. 
  Jo Hagin: Rolling 2d6 (10), the GM sees that the world has a Hybrid biosphere – a mixture of native and 
  Earth life forms. This seems intriguing so the GM keeps it. 
  Population 
  Mazada: The GM wants the PCs homeworld to have a decent population, rather than roll 2d6, the GM 
  decides to roll 1d6 and add 6, ensuring a relatively high population. Rolling a 4+6=10 – Hundreds of Millions; 
  rolling 1d10 (a 2), the world has 200 million people. 
  Jo Hagin: Rolling 2d6 (a 5) and consulting the Thin column, the GM determines that this world has a 
  population of 10 thousands, rolling 1d10 (a 7) indicates that the world has 70 thousand inhabitants. 
  Tech Level 
  Mazada: The GM wants the PCs to be able to use most of the equipment in the SWN book, so just decides to 
  make the world Tech 4. 
  Jo Hagin: rolling 2d6 (6) and consulting the 10 thousand inhabitants column, the GM determines that the 
  world has a Tech 3 with specialties (TL3+), indicating that it is slightly in advance of 21st Century Earth, but with 
  a slap-dash interstellar space program; making this small world an ideal trading partner for Mazada. 
  
   
  17 
   
  World Tags 
  Mazada: Rolling 1d100 three times (25, 57, 96) the GM sees Friendly Foe, Progressive, and Xenophiles. 
  Looking at the various descriptions, the GM decides that Friendly Foe, while interesting, doesn’t seem to fit, 
  but with Progressive and Xenophiles, this would create an interesting dynamic with Jo Hagin. 
  Jo Hagin: Rolling 1d100 three times (04, 38, and 85) the GM sees Altered Humanity, Liberal, and Tyranny. 
  The GM likes the idea of Altered Humanity combining with the Xenophilia of Mazada. Choosing between 
  Liberal and Tyranny, the GM decides to go with Tyranny to create an obvious enemy for the PCs to fight 
  against while also having to deal with the cultural fascination that their home world has with the altered 
  humans living under the yoke of a tyrannical dictator. 
  Living Standard 
  Mazada: The GM rolls 2d6 (8) and looking at the World Tags applies a total Modifier of +1 (for Progressive). 
  Consulting the table, Mazaada has a Common Living Standard. Looking at the table on SS 53 and using the 
  Hundred Millions column, the GM determines that Mazada can produce 500 BP. 
  Jo Hagin: The population of Jo Hagin, 70 thousand, is so low that the world has no BP capability. A point 
  which no doubt really bothers the Tyrant. 
  Dress the Set 
  Mazada: The GM reviews the various features of this world and decides that it is an up-and-comer in the 
  sector. Embracing the renewed contact with the different cultures around it the locals have also embraced as 
  various fads, the quirks from many nearby cultures. From their point of view, the galaxy is their oyster and 
  they are ready to expand out and embrace it. 
  Jo Hagin: Jo Hagin on the other hand is a world that almost died during the Scream. The locals were forced 
  to employ MalTech to alter their DNA to survive in the hot, thin atmosphere. They were barely holding on to a 
  Tech 2 culture, when contacted by the wide-eyed optimists from nearby Mazada. Seeing how far behind they 
  were, one of the local leaders reacted by taking military control, using weapons provided by the unsuspecting 
  Mazadi. Once she took control, she forced the population to work on mining and industrial improvements that 
  have forced their technology to the brink of Tech 4. Non-military or spaceflight applications of technology 
  have lagged behind as the Doma (as the tyrant is called) concentrates on expanding the reach into space. 
  The GM also needs to decide what form the Altered Humanity takes for the Jo’s. Looking again at the 
  characteristics of the world, the warm climate and thin atmosphere really stand out. So the GM decides that 
  the locals integrated lizard characteristics into their DNA. The Jo’s have a scaly skin with an extra nictating 
  membrane as well as a prehensile tail. Taking inspiration from Geckos, the GM envisions the locals as being 
  similar to Geckomen (and women). The nearby Mazadi now have incorporated lizards into their clothing 
  designs and the pet of choice is a gecko. 
  Dress the Set Part 2 
  Now that the basics of the two worlds are set, the GM reviews the various World Tag details and selects 
  some interesting options as well as using them to inspire other options. Below are the fully dressed 
  descriptions of the worlds. 
   
   
  
   
  18 
   
  Mazada 
  Atmosphere 
  Breathable 
  Temp 
  Cold-Temperate 
  Bio 
  Miscible 
  Pop 
  200 million 
  Tech 
  4 
  Tags 
  Progressive, Xenophile 
  BP 
  500 
  Enemies 
  Conservative terrorist, Gecko culture Purist 
  Friends 
  Eager young scientist, Geckogirl 
  Compl. 
  “Gecko” parade, MalTech violations, Jo’s strongly dislike their “groupies”, Locals strongly misunderstand the Jo’s  
  Things 
   Plans for the next great project, Exotic alien crafts, Lizardsuits 
  Places 
  Obsolete space station ready for demolition, University research center, Gecko cultural center 
   
  Rejoining the interstellar community only a few decades ago, the Mazadi are eager to spread and explore the 
  surrounding star systems. Optimistic and embracing the newest technology, the Mazadi have moved beyond a 
  fascination with the strange cultures around them and have become obsessed with these strange cultures. 
  One of the strongest fads is embracing the often misundersto od lizard/gecko culture of the Jo Hagin “Gecko” 
  natives. 
   
  Jo Hagin 
  Atmosphere 
  Thin 
  Temp 
  Warm 
  Bio 
  Hybrid 
  Pop 
  70 thousand 
  Tech 
  3+ 
  Tags 
  Altered Humanity, Tyranny 
  BP 
  0 
  Enemies 
  Local experimenter, Mentally unstable mutant, Debauched autocrat, Soulless government official 
  Friends 
  Curious Mazadi xenophile, Oppressed merchant, Desperate peasant 
  Compl. 
  Locals mistrust non-modified humans, The Doma is a figurehead for a cabal, Doma hostile to meddling 
  “offworlders” 
  Things 
  Original PreTech mutagenic equipment, “Cure” for the altered genes, Plundered wealth, Beautiful toys of the Elite 
  Places 
  Sacred site where the first local was transformed, Secret MalTech research facility, Protest rally massacre 
   
  The Scream left the locals isolated and dying out due to their inability to survive in the Thin atmosphere. 
  Adopting characteristics of the lizards that came with them from Earth, the locals turned themselves into 
  Geckomen (and Geckowomen) to survive the hot, desert environment. When recontacted by the nearby 
  Mazadi, the Jo’s united their various tribes into a single unified government that quickly devolved into a 
  tyrannical dictatorship. Focusing all the efforts into improving their military and spaceflight technologies, they 
  recently were able to build their first Drill ship. The Doma, as the tyrant is called, has filled the locals with fear 
  of the aliens from the stars and most locals fear outsiders. The Jo’s hate the Mazadi term “Geckos” for them. 
   
  
SOURCE: textdata/thevault/Stars Without Number/Stars Without Number Supplements/Expanded World Generation (SwN).pdf