TEXT: I�s�ant�
  n�verse
  
  DEDICATION�
  To Tiana and Angela�
  My best two reasons to�
  always keep reaching�
  for the stars.�
  
  special recognition�
  leuren arenberg�
  jesse roberge • savan gupta (steam-funk studios)�
  mike mccord • anestis kozakis • ed bass�
  michael "maikeruu" pierno • timothy hidalgo • lea hall�
  gareth hodges • terry austin • george panopoulos • marc gillham • adam benedict canning�
  bryan ourso • jason corley • david terhune • william j. (b.j.) altman • james hays�
  akerraren adarrak • frost holliman • lord sinsear • adrienne hood • jared buckley�
  jonathan jordan • todd grotenhuis�
  simon early • nikink • bad_syntax • rev steve bush MRI • dujek • michael tataliba • yumadome�
  mark thompson • dbn • noah tucker • kenny 'the cabbage' norris • pete petrusha • s. john ross�
  victor kardeby • carl l gilchrist • chris & brigid hirst • tone berg • karl lonmerse • john g kane�
  michael "bowtie" muske • melissa reyes�
  thank you all so much for supporting this kickstarter campaign.�
  copyright © 2015 CID engine press • all rights reserved�
  for more information visit:�http://galacticbaroque.com�
  
  OVERVIEW�
  3�
  UNIVERSE�
  4�
  1 Galaxies�
  4�
  2 Stars�
   8�
  3 Planets�
        16�
  CIVILIZATION�
   
        28�
  4 Life�
   
        28�
  5 Megaengineering�
        32�
  APPENDIX�
  6 Quick Reference Charts�
  34�
  7 Records Sheets�
  42�
  8 Walkthrough�
        46�
  
  3
  _______________�
  Finally! A star system�
  generator that captures the�
  vastness and variety of�
  space, time, and technology.�
  _______________�
  Exploring strange worlds and alien civilizations is�
  one of the most exciting aspects of science�
  fiction. In many cases, though, these worlds are�
  only slight variations of our own, with cultures and�
  technology not much farther beyond our own.�
  =GALACTIC BAROQUE= INSTANT UNIVERSE�
  will vastly expand your horizons. Not merely a�
  rulebook for random solar system creation, this�
  guide generates exotic locales at any point from�
  the Big Bang to the end of the Stelliferous Era�
  that better reflect where super- and ultra-�
  advanced technology will take us.�
  Does humankind still live in trees or caves? Of�
  course not! We learned to build our own�
  habitations long ago. Likewise,�INSTANT�
  UNIVERSE� determines technology levels of�
  civilizations, indicating native life populations, star�
  system development (including terraformed�
  planets, megaengineered space colonies, and�
  beyond),  and interstellar colonization.�
  Writers of any genre, gamers, roleplayers, world-�
  builders, astronomy enthusiasts, and more will�
  find this heavily researched book both useful and�
  fascinating. It’s a great way to introduce children�
  and novices to the wonders of the universe, too!�
  HOW TO CREATE AN INSTANT UNIVERSE�
  Proceeding in order from Galaxies to Planets,�
  then adding details from the Civilization section,�
  provides the most accuracy and detail of star�
  systems and their worlds. If you only need�
  information from a few sections, though, start�
  wherever works best. Always feel free to pick�
  whatever result you prefer from any of the�
  choices. Even if you do not roll dice for this, the�
  number ranges give a clear idea of how often�
  such combinations are found in the universe.�
  INSTANT UNIVERSE� is designed to work best�
  with a full set of polyhedral dice: 4-side (d4), 6-�
  side (d6), 8-side (d8), 10-side (d10), 12-side�
  (d12), 20-side (d20), and 100-side or percentile�
  dice (d100). To use any table, make a HaVoQ�
  ROLL: Roll ALL the dice together! Match each die�
  roll to the applicable section, add or subtract any�
  modifiers, then make any additional rolls as�
  required. Record the indicated results, then move�
  on to the next section. You will find that the�
  results of one table often affect the results of�
  other sections.�
  If an indicated result is� Special�, feel free to use�
  your imagination! Should you need a hint, though,�
  reroll on that table and consider the new result to�
  be an unusual or special variation of it. For�
  duplicate results (such as for certain Peculiarities�
  tables), consider it a more extreme variation.�
  STELLIFEROUS ERA�
  This edition of�INSTANT UNIVERSE�was�
  published in the early Middle Stelliferous Era, but�
  results are not limited to that point in time—any�
  time from the first stars to the last is possible!�
  May you all enjoy exploring with this guide as�
  much as I enjoyed compiling it.�
  —R. Pelius Cook�
  STELLIFEROUS ERA�
  PERIOD  
   
   
   
  TIME AFTER BIG BANG�
  Ancient Stelliferous 
      0.2-0.4 billion years�
  Early Stelliferous  
      0.5-4.9 billion years�
  Middle Stelliferous  
   
     5-49 billion years�
  Late Stelliferous  
     50-1999 billion years�
  End Stelliferous 
   
        2-100 trillion years�
  
   1�
  4�
  1.1  GALAXY TYPES�
  ROLL d4 FOR GALACTIC NEIGHBORHOOD.�
   
   
  ROLL d20 FOR EACH GALAXY TYPE.�
   
   
   
   
  ROLL d12 FOR EACH GALAXY SUBTYPE (d8: Galaxy Region).�
  1-3  
  Group (1d6-1 galaxies; if result is 0, neighborhood is a 1d10x10 Mpc Void with 1d4-1 galaxies.)�
   
   
  1 
   
  Intergalactic (Roll d8: 1-2 Stream, 3-7 Remnant, 8 Aura)�
   
   
  2-5  
  Irregular Galaxy�
   
   
   
   
  1-4  
  Dwarf Amorphous (Roll d8: 1 Cluster, 2-3 Association, 4-7 Group, 8 Field)�
   
   
   
   
  5-9  
  Dwarf Spiral (Roll d8: 1-2 Nucleus, 3-7 Arm, 8 Halo)�
   
   
   
   
  10-12  Dwarf Elliptical (Roll d8: 1-3 Core, 4-7 Ellipse, 8 Halo)�
   
   
  6-14 
  Spiral Galaxy�
   
   
   
   
  1-2  
  Flat (Roll d8: 1 Nucleus, 2-7 Disk, 8 Halo)�
   
   
   
   
  3-9  
  Barred (Roll d8: 1 Nucleus, 2 Bar, 3 Arm, 4-6 Disk, 7 Halo, 8 Satellite)�
   
   
   
   
  10-12  Classic (Roll d8: 1-3 Bulge, 4 Arm, 5-6 Disk, 7 Halo, 8 Satellite)�
   
   
  15-18 Lenticular Galaxy�
   
   
   
   
  1-2  
  Dwarf (Roll d8: 1 Nucleus, 2-7 Disk, 8 Halo)�
   
   
   
   
  3-9  
  Common (Roll d8: 1-2 Bulge, 3-5 Disk, 6-7 Halo, 8 Satellite)�
   
   
   
   
  10-12 Giant (Roll d8: 1-3 Bulge, 4-5 Disk, 6-7 Halo, 8 Satellite)�
   
   
  19-20 Elliptical Galaxy�
   
   
   
   
  1-4  
  Dwarf (Roll d8: 1-4 Core, 5-7 Ellipse, 8 Halo)�
   
   
   
   
  5-9  
  Common (Roll d8: 1-3 Core, 4-6 Ellipse, 7 Halo, 8 Satellite)�
   
   
   
   
  10-12 Giant (Roll d8: 1-2 Core, 3-5 Ellipse, 6-7 Halo, 8 Satellite)�
  4 
   
  Cluster (2d10* galaxies; for each 1 rolled on d10, a galaxy is Dominant type.)�
   
   
  1-2  
  Intracluster (Roll d8: 1-3 Stream, 4-7 Exile, 8 Aura)�
   
   
  3-5  
  Irregular (Roll d8 Irregular table above for subtype.)�
   
   
  6-7  
  Spiral (Roll d8 Spiral table above for subtype.)�
   
   
  8-17 
  Lenticular (Roll d8 Lenticular table above for subtype.)�
   
   
  18-20 Elliptical (Roll d8 Elliptical table above for subtype.)�
   
   
  **  
  Dominant Elliptical Galaxy�
   
   
   
   
  1-6 Common (Roll d10: 1-2 Core, 3-4 Ellipse, 5-6 Halo, 7-8 Satellite)�
   
   
   
   
  7-8 Giant (Roll d10: 1 Core, 2-3 Ellipse, 4-6 Halo, 7-8 Satellite)�
   
  *If d10 roll is 10, reroll and add results together.�
  
  1.1 
  GALAXY TYPES�
  NEIGHBORHOOD�
  Major galaxies within 2 megaparsecs (or 5-10�
  Mpc for giant and dominant galaxies) tend to be�
  gravitationally bound to each other.�
  Voids�are the emptiest parts of the universe,�
  spanning 1d10x10 Mpc diameter.�
  Groups� are the most common distributions of�
  galaxies.�
  Clusters� are groups of closely packed galaxies.�
  Intergalactic space within a cluster is filled with a�
  superhot plasma far more massive than all�
  member galaxies combined, plus a large�
  population of intergalactic stars. Galaxies within�
  many clusters are centered around an unusually�
  large, dominant galaxy.�
  TYPES & SUBTYPES�
  Irregulars�(Irr) are dwarf galaxies that do not fit�
  clearly into any category. Protogalaxies began as�
  irregulars, growing into, merging with, or�
  becoming satellites of larger galaxies over time.�
  Irregular dwarf spirals and irregular dwarf�
  ellipticals show traits similar to spiral and elliptical�
  galaxies, respectively, but with generally higher�
  star formation rates than either. Amorphous�
  irregulars are congregations of star clusters,�
  associations, and groups without discernable�
  order.�
  Dimensions�: Roughly 1d6 kiloparsecs (kpc)�
  length x 1d6 kpc width x 1d4 kpc height (about�
  half height result for irregular spirals).�
  Spirals�(S/SB) are disk galaxies with prominent�
  arms rotating around a central bulge. Star�
  formation is most active in the arms, where�
  molecular clouds are densest. Bulges vary�
  between the gas poor, elliptical bulge of classic�
  spirals, the gas rich, flat nucleus of barred spirals,�
  and the nearly nonexistent bulge of flat spirals.�
  Although very uncommon in the early universe,�
  barred spirals become more common than other�
  types by the Middle Stelliferous.�
  Disk�: Radius = 5d4 kpc; thickness  equal to�
  about 1% radius.�
  Lenticulars�(S0) are disk galaxies common to�
  galaxy clusters. Although initially similar to spirals,�
  starburst conditions, mergers, and travel through�
  the intracluster plasma depleted most star-making�
  gas early in their history; dwarf lenticulars, which�
  are thick, pure disk spirals, are an exception to�
  this. Common lenticulars are often more massive�
  than spirals, with thicker disks and extensive�
  halos of globular clusters, and are usually dustier�
  than ellipticals. Giant lenticulars resemble�
  flattened ellipticals and are the largest disk�
  galaxies.�
  Disk�: Radius = 1/[1d4] kpc (dwarf); 5d6 kpc�
  (common); [1d4+2] x 10 kpc (giant); Thickness�
  equal to 1d6% (dwarf), 2d6% (common), or�
  3d6% (giant) of radius.�
  Ellipticals�(E) are spherical or ovoid galaxies that�
  range in size from the smallest to the largest�
  galaxies in the universe. Much like lenticulars,�
  ellipticals deplete almost all of their gas early on,�
  leaving aging populations of stars and almost no�
  subsequent star formation. Dwarf ellipticals are�
  found throughout space, often as satellites�
  orbiting major galaxies. Common and giant�
  ellipticals are very rare in the Early Stelliferous,�
  growing through early, intense starburst activity�
  and galaxy interaction in clusters; in the center of�
  the densest clusters, dominant ellipticals�
  cannibalize other galaxies to grow into the most�
  massive in the universe.�
  Ellipse�: Radius = 1/1d100 kpc (dwarf); 1d20�
  kpc (common); [1d4+1] x 10 kpc (giant); [5d4] x�
  10 kpc (common dominant); [1d4+1] x 100 kpc.�
   1�
  5
  _________________________�
  At the largest scales, the universe�
  is a boundless web of galaxies,�
  gas, and dust surrounding vast�
  bubbles of mostly empty space.�
  _________________________�
  
  1.1  
  GALAXY TYPES (continued)�
  REGIONS�
  Characteristics of star systems can vary greatly�
  depending on galactic region. For all but�
  irregular galaxies, stars are generally oldest in�
  the Halo and  the Core, with younger�
  generations in between. Star populations tend to�
  grow denser toward the center of a galaxy, too—�
  from an average of a  star every cubic parsec in�
  ellipses and disks to as many as a million or�
  more per cubic parsec in the core and nucleus.�
  Satellite galaxies usually orbit beyond the Halo.�
  Most galaxies have 1d10+2 satellites, but for�
  those with larger satellite populations, consider a�
  Halo result as a possible Satellite result instead.�
  Roll d10:1-2 (more) or 1-5 (much more)�
  becomes Satellite region. For galaxies with�
  smaller satellite populations, roll d10 on any�
  satellite region result: 1-2 (less) or 1-5 (much�
  less) becomes Halo instead.�
   1�
  6�
  REGION RADIUS (Rule of Thumb)�
  Region  
   
  Spiral  
  Lenticular Elliptical�
  Core  
   
   
    --  
   
    --  
   
  x1/10�
  Bulge  
   
   
  x1/10  
  x1/5 
   
    --�
  Arm  
   
   
  x1/2 
   
    --  
   
    --�
  Disk/Ellipse  
  x1  
   
  x1  
   
  x1�
  Halo  
   
   
  x1.5 
   
  x2  
   
  x3�
   NOTE: Arm thickness is about 1/10th of disk�
    
  Thickness. Halo, ellipse, core, and common�
    
  spiral bulge radius is spherical around galaxy�
    
  center.�
  
  1�
  7
  1.2  GALAXY PECULIARITIES�
  ROLL d100 FOR GALAXY PECULIARITIES.�
  Elliptical Lenticular Spiral    
  Irregular  Dwarf  
  Giant  
  Dominant  Cluster 
  Peculiarity�
  01-05     01-05  
  01-05  
  01-05    
  01-05  
  01-05  
  01-02  
  01-05  
  None�
  06-15  
  06-10  
  06-10    
     — 
   
    —  
   
  01-10  
  03-12  
  06-10  
  Active nucleus�
  16-20  
  11-15  
  11-15  
  06-10  
  06-20  
  11-15  
  13-15  
  11-15  
  Compact�
  21-25  
  16-35  
  16-25  
  11-15  
  21-22  
  16-20  
  16-20  
  16-20  
  Dusty�
  26-30  
  36-40  
  26-30  
  16-20  
  23-24  
  21-25  
  21-27  
  21-25  
  Expansive�
  31-35  
  41-50  
  31-40     
    —   
    
    —  
   
  26-30  
  28-30  
  26-35  
  Extended halo�
  36-55  
  51-60  
  41-45     
    —  
   
  25-30  
  31-35  
  31-33  
  36-40  
  Gas poor�
    —   
    —  
   
  46-50  
  21-40  
  31-40  
  36-40  
  34-35  
  41-45  
  Gas rich�
  56-60  
  61-65  
  51-55  
  41-50  
  41-50  
  41-50  
  36-42  
  46-70  
  Interacting�
  61-65   
    —  
   
  56-60  
    —  
   
  51-70  
  51-55  
  43-45  
  71-75  
  Metal poor�
  66-75  
  66-75  
  61-65  
  51-55  
  71-74  
  56-65  
  46-55  
  76-80  
  Older�
  76-83  
  76-80  
  66-75  
  56-60   
    —  
   
  66-88  
  56-65  
  81-82  
  Satellites�
  84-85  
  81-82  
  76-80  
  61-80  
  75-80  
  89-90  
  66-70  
  83-88  
  Starburst�
  86-90  
  83-88  
  81-85  
  81-85  
  81-90   
    —  
     
    —  
   
  89-90  
  Sub-size�
  91-95  
  89-94  
  86-90  
  86-90  
  91-92  
  91-95  
  71-95  
  91-94  
  Super-size�
  96-97  
  95-97  
  91-95  
  91-95  
  93-97  
  96-97  
  96-97  
  95-97  
  Younger�
  98-99  
  98-99  
  96-99  
  98-98  
  98-99  
  98-99  
  98-99  
  98-99  
  Roll twice�
   00 
    
   00  
    
   00  
    
   00  
    
   00  
   
    00  
    
   00  
    
   00  
   
  Special�
  1.2  
  GALAXY PECULIARITIES�
  Active nucleus� galaxies have massive central�
  black holes accreting immense quantities of gas�
  and dust, producing greater than typical�
  luminosity across much or all of the electro-�
  magnetic spectrum. Jets of plasma emit from the�
  core that extend for thousands of parsecs.�
  Compact�galaxy stars are much more densely�
  packed than those in other galaxies of similar�
  type. Roll d10: 1 Extremely Compact (200%�
  density), 2-4 Very Compact (150% density), 6-10�
  Compact (120% density).�Expansive� galaxy stars�
  are much less densely packed than those in other�
  galaxies of similar type. Roll d10: 1 Extremely�
  expansive (20% density), 2-4 Very (50% density),�
  5-10 Expansive (75% density).�
  Dusty� galaxies have stars with greater metallicity.�
  Metal poor�galaxies have lower metallicity.�
  Extended halo� galaxies have sizeable stellar�
  populations outside the core and disk/ellipse,�
  often with large numbers of globular clusters.�
  Consider outer radius to be about 150% normal.�
  Gas poor� galaxies have much less gas, with a�
  concurrently slower star formation rate.�Gas rich�
  galaxies have much more gas, with a much faster�
  star formation rate.�
  Interacting� galaxies are close enough for gravity�
  to distort each other. Star formation rates and�
  extragalactic star populations are greater.�
  Younger� galaxies have larger populations of hot,�
  bright stars.�Older�galaxies generally stopped�
  star formation long ago and have older stellar�
  populations.�
  Satellites�of galaxies are common, with some�
  having far more or far less than others. Roll d10:�
  1 Much more, 2-4 More, 5-7 Less, 8-9 Much less,�
  10 None or Special.�
  Starburst�galaxies are experiencing very high�
  star formation rates, most often due to interaction�
  with another galaxy.�
  Sub-size� galaxies are 1/1d4+1 as massive.�
  Super-size� galaxies are 1d4+1 times more�
  massive.�
  
   2�
  8�
  2.1  
  STAR ASSOCIATIONS�
  NEIGHBORHOOD�
  Young�neighborhoods begin as open clusters of�
  1d10*x100 stars that over millions of years drift�
  apart into looser associations. New open clusters�
  (less than 2 million years old) are often still�
  surrounded by the nebula from which they�
  formed. Most stars in these clusters are the same�
  age.�
  Mature�neighborhoods are mixed populations of�
  mostly main sequence stars of varying ages and�
  types. Age is for individual stars, not the�
  neighborhood in general.�
  In�old�neighborhoods star formation has long�
  been minimal, such as elliptical and lenticular�
  galaxies, as well as galactic bulges and globular�
  clusters. Age is for the general neighborhood.�
  Ancient�stars were the first generations to be�
  born and are typically found in the galactic halo.�
  Age is for the general neighborhood.�
  EVOLUTION�
  Only the first stars were metal-free�paleodwarfs�
  (Population III). Relative to later generations, they�
  have higher minimum and maximum masses, yet�
  much smaller radii; below 2/5 solar mass,�
  hydrogen fusion is not possible (red brown�
  paleodwarf and brown paleodwarf), whereas on�
  the other end of the spectrum sizes approaching�
  500 solar masses are possible. Paleodwarfs burn�
  furiously and live extremely short lives before�
  dying, often in spectacular hypernova explosions�
  or collapsing into black holes. Elements heavier�
  than hydrogen and helium were generated in the�
  cores of the first stars, which after their deaths�
  enriched subsequent generations of stars.�
  Planetary systems around paleodwarfs are�
  practically non-existent.�
  Subdwarfs�(Population II) are metal-poor stars�
  from the Early Stelliferous with smaller radii for a�
  given solar mass than dwarfs. Although neither�
  as massive nor as luminous as paleodwarfs,�
  these stars still had higher minimum and�
  maximum masses than those that came�
  afterward; Brown star threshold begins below 1/8�
  solar mass, with the largest Blue subdwarfs in�
  excess of 200 solar masses. Small planetary�
  systems can form around subdwarfs.�
  Dwarf�stars (Early Population I) are most�
  common throughout the Middle Stelliferous Era.�
  Red dwarfs as light as 1/12 solar mass are�
  possible, as are Blue stars in excess of 100 solar�
  masses. Planetary systems commonly form�
  around such stars.�
  NOTE: Since “blue dwarf” and “white dwarf” refer�
  to post-main sequence phases of stellar life�
  cycles, Blue star and White star are the terms�
  used for main sequence dwarf stars of those�
  color classes.�
  Superdwarf�(Late Population I) are metal-rich�
  stars with subgiant dimensions. Higher metallicity�
  means Red superdwarfs can be a light as 1/16�
  solar mass, but heavy Blue stars rarely attain�
  masses beyond 50 Ms. Superdwarfs have an�
  ideal elemental balance that moderates their�
  fusion reactions, allowing them to remain main�
  sequence much longer than any other generation�
  of stars. Planetary systems are extensive, with�
  larger bodies.�
  Hyperdwarf�stars (Population 0) are bloated,�
  helium dominant, and metal-heavy. Excessive�
  metallicity causes these stars to struggle to�
  sustain fusion, greatly reducing main sequence�
  lifespans. Although stars greater than 25 solar�
  masses are rare in this generation, the Brown�
  dwarf threshold falls to 1/25 solar mass. Planets�
  around hyperdwarfs are far more massive,�
  numerous, and resource rich than those around�
  other stars.�
  
  2�
  9
  2.1  STAR ASSOCIATIONS�
  ROLL d8 FOR STELLAR NEIGHBORHOOD.�
  1 or less 
   
  Young (Neighborhood Age: 1d10**x100 million years)�
  2-7  
   
   
  Mature (Star Age: 1d10 billion years†)�
  8-11 
   
   
  Old (Star Age: Stelliferous Year/d10*)�
  12 or more  
  Ancient (Star Age: Stelliferous Year - [1d10-1] billion years)�
   
  *For every 10 rolled, reroll d10 and add the results together (cumulative)�
   
  **For every 1 rolled, reroll d10 and divide result by another 10 (cumulative).�
   
   
  For every 10 rolled, reroll and add the results together (cumulative).�
   
  †If age of the Stelliferous Era is less than Middle, use Ancient age formula.�
   
  NOTE: Galaxy Region modifies the d8 result.�
   
   
  Halo/Aura +5  
  Core 
   
  +2  
   
  Disk  
   
  +1  
   
  Arm 
   
   
  -2�
   
   
  Satellite 
  +3  
  Bulge  
  +2  
   
  Nucleus 
  -1  
   
  Association  
  -3�
   
   
  Stream  
  +3  
  Ellipse  
  +1  
   
  Bar  
   
  -2  
   
  Cluster  
   
  -5�
  ROLL d10 FOR STELLAR EVOLUTION.�
  Less than -10  
  Paleodwarf�
  -10 to 2  
   
   
  Subdwarf�
  3-9  
   
   
   
  Dwarf�
  10-20  
   
   
  Superdwarf�
  21 or more  
   
  Hyperdwarf�
   
  NOTE: Age of the Stelliferous Era determines stellar evolution.�
   
   
  Ancient  
  -10  
  Middle  
  +0  
   
  End 
   
  +5�
   
   
  Early 
   
  -5  
  Late 
   
  +2�
   
  NOTE: Apply all relevant factors to modify stellar evolution.�
   
   
  Dominant galaxy 
  +2  
  Dusty galaxy 
     +1 
  Disk 
   
   
     
  -1  
  Void 
   
  -5�
   
   
  Starburst galaxy 
  +2  
  Bar  
   
   
     +1 
  Ellipse  
   
     
  -2  
  Halo 
   
  -5�
   
   
  Nucleus 
   
   
  +2  
  Core 
   
   
     +1 
  Satellite galaxy   
  -2  
  Aura 
   
  -10�
   
   
  Giant galaxy 
   
  +1  
  Sub-size galaxy   -1 
  Metal-poor galaxy -5  
  Stream  
  -5�
   
   
  Super-size galaxy +1  
  Younger galaxy   -2 
  Diffuse galaxy  
  -1�
   
   
  Arm 
   
   
   
  +1  
  Dwarf galaxy     -2 
  Intergalactic region -10�
  STELLAR DISTRIBUTION�
  Region  
   
   
   
   
  Stars (cubic parsec)�
  Aura  
   
   
   
   
   
   
   
  [1d4]/20�
  Halo  
   
   
   
   
   
   
   
  [1d4]/10�
  Stream  
   
   
   
   
   
   
  [1d4]/5�
  Thick Disk/Outer Ellipse  
   
   
  [1d4]/3�
  Thin Disk/Inner Ellipse 
   
   
   
  [1d4]/2�
  Arm/Cluster  
   
   
   
   
   
  1d4�
  Inner Disk 
   
   
   
   
   
   
  1d8�
  Bar  
   
   
   
   
   
   
   
  1d20�
  Outer Bulge/Nucleus/Core 
   
   
  1d100�
  Inner Bulge/Nucleus/Core 
   
   
  5d100�
  Center/Globular Cluster  
   
   
  1d1000�
  
   2�
  10�
  2.2  
  STAR SYSTEMS�
  STAR CLASS�
  Blue stars� (Class O/B) are the most massive and�
  luminous of all stars. Almost never found outside�
  of the open clusters from which they were born,�
  their powerful radiation sculpts and ionizes the�
  surrounding nebula. Almost all form multi-star�
  systems, but the few solitary examples often have�
  immense circumstellar disks with hundreds (if not�
  thousands) of major protoplanetary objects. Only�
  the smallest Blue stars last long enough for�
  complete planetary system formation and none�
  last long enough to give much chance for native�
  life to begin. They grow into supergiants at the�
  end of their short main sequence lifespans before�
  going supernova, leaving a neutron star remnant;�
  the most massive of all Blue stars expand into�
  hypergiants that soon collapse into black holes.�
  White stars�(Class A) are larger and more�
  luminous than most other stars, but longer-lasting�
  than the brighter Blue stars. Although most have�
  stellar companions, extensive planetary systems�
  of large planets can form from the massive�
  amount of material surrounding solitary ones.�
  With a main sequence lifespan of a few billion�
  years, though, any native lifeforms that might�
  arise rarely evolve beyond simple forms before�
  the star bloats into a bright giant, then blows off�
  most of its mass except for the degenerate matter�
  at the core which becomes a White dwarf.�
  Yellow stars� (Class F/G), with their moderate�
  mass and luminosity, live longer than the�
  brightest stars, plus have enough dust and gas to�
  form planetary systems. Although the main�
  sequence phase is not as long as Orange or Red�
  stars, it is long enough for native life to develop�
  and possibly evolve into complex forms. Like�
  White stars, Yellow stars swell into giants, then�
  shed their outer layers, leaving White dwarfs.�
  Orange stars� (Class K) are small, stable stars,�
  most of which possess planetary systems without�
  additional stellar companions. Not nearly as�
  resource-rich as larger stars, planets orbiting�
  Orange stars tend to be smaller and gas giants�
  are less common. A long main sequence life�
  gives native life a better chance than most�
  anywhere else to develop.�
  Red stars� (Class M) are the smallest, dimmest,�
  and by far most common of all stars in the�
  universe. They take billions of years to reach�
  main sequence, remain stable for trillions of years�
  afterward, then most grow into subgiants before�
  finally dying out as White dwarfs. However, the�
  least massive never become giants; instead, they�
  increase in temperature and luminosity to become�
  Blue dwarfs before degenerating into White�
  Dwarfs. This longevity advantage for native life to�
  form is strongly mitigated by the variability of�
  these stars and tidal-locking common to their�
  moderate zone planets.�
  Brown stars� (Class L/T) are substars of typically�
  less than 1/12 solar mass. Unlike hot stars, these�
  never fuse hydrogen into helium, instead burning�
  deuterium (and lithium in the most massive types)�
  for the first few million years before fusion ends�
  and the brown dwarf slowly cools. Planetary�
  systems more closely resemble gas giant satellite�
  systems. Unless in an ideal orbit around a Red or�
  larger star, native life is improbable given their�
  extremely short main sequence window, although�
  colonies could be possible.�
  A Late Stelliferous evolution is the frozen star: A�
  brown hyperdwarf between 1/16 and 1/24 solar�
  mass that fuses hydrogen in its core, but has a�
  surface temperature cool enough for water ice�
  clouds to form in its atmosphere. Such a star�
  would be a thousandth as luminous as the�
  dimmest Red star, but would have an�
  exponentially longer main sequence lifespan.�
  2.3  
  STAR SIZE�
  Luminosity of a star mainly depends upon its�
  mass and there is variation within each star class.�
  A dim star is less massive than a standard star,�
  both of which are less massive and luminous than�
  a bright star. This also affects the time a star�
  remains on the main sequence.�
  
  2�
  2.2  STAR SYSTEMS�
  ROLL d20 FOR STAR CLASS (Roll d8: solar mass). 
  ROLL d6 FOR SYSTEM TYPE.�
  1 or less 
   
  White star (If neighborhood under 2 billion years, roll d20 again for subtype.)�
   
   
   
   
  1 
   
  Blue star (1d8*+3)  
   
   
   
  1 Planet, 2-6 Multi-star�
   
   
   
   
  2-20 
  White star (2 solar mass)  
   
  1-2 Planet, 3-6 Multi-star�
  2-3  
   
   
  Yellow star  (1 solar mass)  
   
   
   
  1-3 Planet, 4-6 Multi-star�
  4-8  
   
   
  Orange star (½ solar mass  
   
   
   
  1-4 Planet, 5-6 Multi-star�
  9-19 
   
   
  Red star (1/[1d8*+3])  
   
   
   
   
  1-5 Planet, 6 Multi-star�
  20 or m ore  
  Stellar Remnant (Roll progenitor star type with the following table and die.)�
   
   
   
   
   
  Under 2 billion years old: Blue star only.�
   
   
   
   
   
  2-4.9 billion years old: Roll White star subtype with d4.�
   
   
   
   
   
  5-9.9 billion years old: Roll White star subtype with d8.�
   
   
   
   
   
  10-199 billion years old: Roll Star Type with d8.�
   
   
   
   
   
  Over 200 billion years old: Roll Star Type with d20.�
   
  *If d8 roll is 8, reroll d8 and add results together (open-ended).�
   
  NOTE: Stellar Neighborhood age can modify the d20 roll result.�
   
   
  Under 10 million years old -2  
  50-99 billion years old  
  +6  
  20-49 trillion years old     +18�
   
   
  10-999 million years old 
  -1  
  100-199 billion years old 
  +8  
  50-100 trillion years old    +19�
   
   
  1 billion years old  
   
  +0  
  200-499 billion years old 
  +10  
  100+ trillion years old     +20�
   
   
  2-4 billion years old 
   
  +1  
  500-999 billion years old 
  +12�
   
   
  5-9 billion years old 
   
  +2  
  1 trillion years old  
   
  +14�
   
   
  10-14 billion years  
   
  +3  
  2-4 trillion years old 
   
  +15�
   
   
  15-19 billion years old  
  +4  
  5-9 trillion years old 
   
  +16�
   
   
  20-49 billion years old  
  +5  
  10-19 trillion years old  
  +17�
  11
  
   2�
  12�
  2.4  
  PLANET SYSTEM�
  Stable planet systems more easily form around�
  solitary stars. Early stars have little dust with�
  which to form major bodies, but as metallicity�
  increases so does the number of major bodies. A�
  planet system begins as a gas-rich circumstellar�
  disk (protoplanetary disk) from which planets�
  accrete, a process that lasts about 1d10x10�
  million years. Any leftover material orbits the star�
  in belts and clouds; in systems without giant or�
  larger planets, the dust-rich circumstellar disk can�
  remain (debris disk).�
  When most stars enter their post-main sequence�
  lives, they bloat into giants hundreds of times�
  larger in diameter, engulfing inner planets and�
  affecting the orbits of farther ones. At the end of�
  this phase, the giant star's tenuous outer�
  atmosphere is blown off, forming a planetary�
  nebula and leaving a core of hot degenerate�
  matter called a White dwarf. This process further�
  disrupts planet orbits and pollutes the system with�
  gas and dust. A second generation of planetary�
  formation can begin, creating exotic planets types�
  such as helium planets and even carbon�
  monoxide gas planets.�
  A sufficiently massive star will die as a�
  supernova, obliterating whatever planets�
  remained after the supergiant phase, and a�
  dense, intensely magnetic Neutron star will�
  remain. Dust and gas may remain after this,�
  forming a new, often carbon-rich protoplanetary�
  disk from which new planets might form.�
  Should a star collapse into a black hole, however,�
  all bets are off.�
  2.5  
  MULTI-STAR SYSTEM�
  Many stars, especially massive ones, orbit each�
  other as binary stars. Powerful gravitational�
  interactions between binaries can induce�
  significant eccentricity in their orbits. To�
  determine the closest (periapsis) and farthest�
  (apoapsis) distances a secondary star gets to its�
  primary star, use the following formulae:�
  Periapsis: [1 - Eccentricity] x Orbital distance�
  Apoapsis: [1 + Eccentricity] x Orbital distance�
  Aside from the orbital zones inhabited or crossed�
  by stars (forbidden orbits), stable planet orbits are�
  possible in binary systems. For planets that orbit�
  around both stars (circumbinary bodies),�
  forbidden orbits are all zones from apoapsis�
  inward to the primary star. Forbidden orbits for�
  circumstellar bodies orbiting the primary star are�
  all zones from periapsis outward.�
  Circumstellar bodies around the secondary star of�
  a binary are affected by the secondary's orbit�
  around and mass relative to the primary star.�
  Maximum planet orbital distance for the�
  secondary star = [Apoapsis - Periapsis]; forbidden�
  orbits are all zones beyond this maximum.�
  2.4  PLANET SYSTEM�
  ROLL d12† FOR PLANET SYSTEM TYPE.�
  Under -2  
  Empty system (no major bodies)�
  1 to -2 
   
  Circumstellar disk (1d4* major bodies;�
    
   
   
  if roll is 1, reroll d4.)�
    
   
   
  1 
   
  No major bodies�
    
   
   
  2-4  
  One major body�
  2-4 
   
   
  Small system (1d4+2 major bodies)�
  5-11  
   
  Standard system�(1d4*+5 major bodies)�
  12 or more 
  Large system  (1d4*+10 major bodies)�
   †Stellar evolution and Class can modify d12 Planet�
    
  System Type result.�
    
  Paleodwarf  
  -10  
   
  Superdwarf  
  +5�
    
  Subdwarf   
  -5  
   
  Hyperdwarf  
  +10�
    
  Blue star   
  -<solar mass>�
   *If d4 roll is 4, reroll d4 and add results together.�
  NOTE: If system star is Non-main sequence,�
   
  assume system is Circumstellar disk.�
  2.3 STAR SIZE�
  ROLL d8 FOR STAR SIZE (except Blue and Red�
  Stars)�
  1  
   
   
  Bright (+20% mass)�
  2-4 
   
   
  Standard�
  5-8 
   
   
  Dim (-20% mass)�
  
  2�
  2.5  MULTI-STAR SYSTEM�
  ROLL d4† FOR MULTI-STAR SYSTEM.�
  0  
   
  1d4 stellar companions (First companion orbit: 1d10**x20 AU) and roll d4 again�
    
   
  for another stellar companion.�
  1-3 
   
  One stellar companion (Orbit: 1d10**x20 AU)�
  4  
   
  One stellar companion (Orbit: 1d10**x20 AU) and roll d4 again for another stellar companion.�
   †Blue stars modify first d4 Multi-Star System roll by -1.�
   **For every 1 rolled, reroll d10 and divide result by another 10 (cumulative). For every 10 rolled, reroll and�
    
  multiply result by another 10 (cumulative).�
   NOTE: For odd-numbered companions, multiply orbit result by [previous pair orbit x 10].�
  ROLL d12 FOR COMPANION TYPE. 
   
   
   
   
   
   
   
  ROLL d10† FOR ECCENTRICITY.�
  1  
   
  Same Star Type and Size  
   
   
   
   
   
   
   
  1 
   
  Slight (e = 1/[2d10*+20])�
  2-4 
   
  -1 Star Size 
   
   
   
   
   
   
   
   
   
   
   
  2-4  
  Minor (e = 1/[d10+10])�
  5-9 
   
  -2 Star Size 
   
   
   
   
   
   
   
   
   
   
   
  5-7  
  Moderate (e = 2/[d10+10])�
  10-11  
  One lesser Star Type (Roll d8 for Star Class.)  
   
   
  8-9  
  Major (e = 5/[d10+10])�
  12 
   
  Random Star Type (Roll d20 above for Star Type.  
   
  10 or more  
  Extreme (e = 10/[d10+10])�
    
   
  Any result above primary is same type and size.)  
   
   
  †Modify d10 Companion Eccentricity roll�
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By +1 per companion above binary.�
  ROLL d10† FOR MULTI-STAR MAJOR BODIES�
  Circumbinary bodies: [1d10*/Total stars]/[Total forbidden orbits x Total forbidden orbits]�
  Circumstellar bodies: [1d10*/(Total stars x 2)]/[Total forbidden orbits x Total forbidden orbits]�
   †Star type and stellar evolution can modify d10 Multi-Star Major Bodies result.�
    
  Paleodwarf  
  -10  
  Red star 
   
  -2  
  White star  
  +1  
  Hyperdwarf  
  +5�
    
  Subdwarf  
   -5  
  Orange star 
  -1  
  Superdwarf  
  +2  
  Blue star 
   
  -<solar mass>�
   *For every 10 rolled, reroll d10 and add the results together (cumulative).�
   NOTE: If Multi-Star Major Body total is less than 1 or for bodies around any Non-main sequence star,�
    
  consider the result a Debris disk (or empty if stellar orbits are too close, chaotic, etc.).�
  13
  Sometimes more than two stars can be�
  gravitationally bound together, forming trinary or�
  larger groups. Within these multiple star groups,�
  individual stars typically pair up in various�
  combinations: Binary pair orbited by a third star;�
  central primary star orbited by binary pair; binary�
  primary orbited by a second binary pair; and so�
  forth. Generally, if an odd-numbered star orbits�
  less than x5 the previous star's orbit, then the�
  odd-numbered star and the previous star will orbit�
  as a pair around their primary, centered at that�
  orbital distance and orbiting each other at [Orbital�
  distance/1d10*+1]; for every 10 rolled, reroll d10�
  and add the results together (cumulative).�
  Multi-star systems where two or more stars orbit�
  the same primary in planet-like, non-binary orbits�
  (multiplex stars) are possible when the primary�
  star's mass is overwhelmingly greater than other�
  stars in a low eccentricity system.�
  2.6  
  STAR PECULIARITIES�
  Age differences� are not uncommon in stellar�
  neighborhoods, since stars born in other regions�
  intermingle as they orbit throughout the galaxy.�
  Roll d10: 1 Much older, 2-5 Older, 6-9 Younger,�
  10 Much younger.�
  Carbon rich� stars' protoplanetary disks had a�
  higher carbon/oxygen ratio during formation,�
  producing carbon systems and planets.�
  Cataclysms�are unusual, destructive events that�
  drastically affect a star system: Stellar instability,�
  post-main sequence phase, rogue star or giant�
  planet disrupting orbits, or a recent nearby�
  supernova are just a few of the possibilities. To�
  determine severity, roll d10: 1-2 Minor, 3-7 Major,�
  8-9 Extreme, 10 Ultimate.�
  
   2�
  14�
  2.6  STAR PECULIARITIES�
  ROLL D100 FOR STAR PECULIARITIES.�
  Subdwarf  New  
  Red 
   
  Main 
   
  Blue 
   
  Giant  
  Multi 
   
  Remnant Peculiarity�
  01-02  
      01 
   
  01-03  
  01-02  
    01  
   
    01  
    
    01  
   
    01  
   
  None�
  03-07  
    02-04  
  04-14  
  03-07  
  02-02  
  02-04  
  02-06  
  01-09  
  Age difference�
  08-29  
    05-09  
  15-19  
  08-09  
  03-04  
  05-14  
  07-10  
  10-19  
  Carbon rich�
  30-34  
    10-12  
  20-24  
  10-14  
  05-19  
  15-29  
  11-15  
  20-34  
  Cataclysm�
  35-39  
    13-24  
  25-34  
  15-19  
  20-24  
  30-39  
  16-39  
  35-44  
  Chaotic orbits�
  40-44  
    25-34  
  35-39  
  20-29  
  25-29  
  40-44  
  40-49  
  45-49  
  Debris density�
  45-49  
    35-44  
  40-43  
  30-34  
  30-39  
  45-49  
  50-59  
  50-59  
  Excessive radiation�
  50-52  
    45-54  
  44-47  
  35-39  
  40-59  
  50-59  
  60-64  
  60-69  
  Nebula�
  53-69  
    55-64  
  48-49  
  40-44  
  60-69  
  60-64  
  65-69  
    70  
   
  Powerful stellar wind�
  70-86  
    65-71  
  50-54  
  45-64  
  70-74  
  65-69  
  70-74  
  71-79  
  Rotation anomaly�
  87-89   
    72-76  
  55-64  
  65-74  
  75-79  
  70-74  
  75-84  
  80-92  
  Strong magnetic field�
  90-95   
    77-79  
  65-69  
  75-89  
  80-84  
  75-79  
  85-89  
    93  
   
  Unusual metallicity�
  95-97   
    80-96  
  70-98  
  90-97  
  85-96  
  80-96  
  90-97  
  94-96  
  Variable star�
  98-99   
    97-98  
    99  
   
  98-99  
  97-98  
    97  
   
  97-99  
    97  
   
  Roll twice�
    00   
    99-00  
    00  
   
    00  
   
  99-00  
  98-00  
    00  
   
  98-00  
  Special�
  Chaotic orbits� of stars and planets are variably�
  aligned to the ecliptic plane. Assume all chaotic�
  systems are also eccentric, plus divide major�
  body totals in half (minimum 1 unless total was�
  already none). For each orbiting object, roll d10: 1�
  (1d10*+50 degrees), 2-3 (1d10*+20 degrees), 4-8�
  (1d10* degrees), 9-10 (1d10*+10 degrees); for�
  every 10 rolled, reroll d10 and add the results�
  together (cumulative).�
  Debris density� is an unusual mass level of dust,�
  ice, and planetesimals scattered throughout a�
  star system. Roll d10: 1 Much lower, 2-5 Lower,�
  6-9 Higher, 10 Much higher.�
  Excessive radiation� strongly affects planetary�
  habitability, atmospheres, and volatile�
  compositions. Assume all close planets and any�
  solid inner planets without strong magnetic fields�
  lack volatiles and none roll for secondary volatiles�
  during planet generation.�
  Nebulae� are regions of gas and dust visible from�
  the star system. Roll d10 for apparent size: 1-4�
  Tiny, 5-7 Small, 8-9 Large, 10 Dominant.�
  Powerful stellar winds� shorten the lifespan of�
  main sequence stars. Roll d10: 1 Much slower,�
  2-5 Slower, 6-9 Faster, 10 Much faster.�
  Rotation anomalies� often result from unusual�
  magnetic field strength and stellar age. Roll d10:�
  1 Much slower, 2-5 Slower, 6-9 Faster, 10 Much�
  faster.�
  Strong magnetic field� charges the interplanetary�
  space around a star, providing stronger defense�
  against cosmic radiation but also increasing the�
  likelihood of powerful solar flares. Stars with this�
  characteristic tend to be brighter and rotate�
  faster.�
  Unusual metallicity� can affect the evolutionary�
  type of a star. Roll d10: 1 Much lower, 2-5 Lower,�
  6-9 Higher, 10 Much higher.�
  Variable stars� significantly change luminosity.�
  For small stars this typically occurs because of�
  major sunspots or extreme solar flares, whereas�
  large and giant star instabilities can cause them�
  to periodically swell and shrink. Temperature�
  zones around these stars are unstable.�
  
  2�
  15
  MAIN SEQUENCE LUMINOSITY (solar) AND LIFETIME (years) OF DWARF STARS�
  STAR TYPE (mass)  
  LUMINOSITY MAIN SEQUENCE  
  POST-MAIN SEQUENCE  
  REMNANT�
  Red dwarf (1/16)  
   
  1/10000 
   
  50 trillion 
   
   
   
  Blue dwarf  
   
   
   
   
  White dwarf�
  Red dwarf (1/12)  
   
  1/5000  
   
  20 trillion 
   
   
   
  Blue dwarf  
   
   
   
   
  White dwarf�
  Red dwarf (1/10)  
   
  1/2000  
   
  15 trillion 
   
   
   
  Blue dwarf  
   
   
   
   
  White dwarf�
  Red dwarf (1/8)  
   
  1/1000  
   
  10 trillion 
   
   
   
  Blue dwarf  
   
   
   
   
  White dwarf�
  Red dwarf (1/7)  
   
  1/750  
   
  7 trillion 
   
   
   
  Red subgiant  
   
   
   
  White dwarf�
  Red dwarf (1/6)  
   
  1/500  
   
  5 trillion 
   
   
   
  Red subgiant  
   
   
   
  White dwarf�
  Red dwarf (1/5)  
   
  1/200  
   
  3 trillion 
   
   
   
  Red subgiant  
   
   
   
  White dwarf�
  Red dwarf (1/4)  
   
  1/100  
   
  2 trillion 
   
   
   
  Red subgiant  
   
   
   
  White dwarf�
  Orange dwarf (dim)  
  1/50 
   
   
  100 billion  
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Orange dwarf (standard) 1/10 
   
   
  50 billion 
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Orange dwarf (bright ) 
  1/5  
   
   
  20 billion 
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Yellow dwarf (dim) 
   
  1/2  
   
   
  15 billion 
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Yellow dwarf (standard) 1 
   
   
   
  10 billion 
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Yellow dwarf (bright)  
  2 
   
   
   
  5 billion  
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  White star (dim)  
   
  5 
   
   
   
  4 billion  
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  White star (standard)  
  10  
   
   
  3 billion  
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  White star (bright) 
   
  50  
   
   
  2 billion  
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Blue star (4)  
   
   
  100  
   
   
  1 billion  
   
   
   
  Bright red giant  
   
   
   
  White dwarf�
  Blue star (5)  
   
   
  200  
   
   
  700 million  
   
   
  Bright red giant  
   
   
   
  White dwarf�
  Blue star (6)  
   
   
  500  
   
   
  500 million  
   
   
  Bright red giant  
   
   
   
  White dwarf�
  Blue star (7)  
   
   
  750  
   
   
  200 million  
   
   
  Bright red giant  
   
   
   
  White dwarf�
  Blue star (8)  
   
   
  1000 
   
   
  100 million  
   
   
  Bright blue giant 
   
   
   
  Neutron star�
  Blue star (12) 
   
   
  500 0 
   
   
  50 million  
   
   
  Bright blue giant 
   
   
   
  Neutron star�
  Blue star (16) 
   
   
  10,000  
   
  20 million  
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (20) 
   
   
  20,000  
   
  15 million  
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (24) 
   
   
  50,000  
   
  10 million  
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (32) 
   
   
  100,000 
   
  5 million 
   
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (48) 
   
   
  200,000 
   
  2 million 
   
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (64) 
   
   
  500,000 
   
  1 million 
   
   
   
  Blue supergiant 
   
   
   
  Neutron star�
  Blue star (128) 
   
   
  1,000,000  
  ???  
   
   
   
   
  Red hypergiant  
   
   
   
  Neutron star�
  Blue star (256+)  
   
  5,000,000  
  ???  
   
   
   
   
  Blue hypergiant 
   
   
   
  Black hole�
   NOTE: Metallicity affects main sequence lifespan.�
    
   
  Paleodwarf (Population III)  
  -50% 
   
  Superdwarf (Late Population I)  
  +20%�
    
   
  Subdwarf (Population II) 
   
  -20% 
   
  Hyperdwarf (Population 0)  
   
  -20%�
  POST MAIN SEQUENCE LUMINOSITY�
  Star/Remnant 
   
   
   
  Luminosity 
   
   
   
   
   
  Note�
  Neutron star  
   
   
   
  1/10000 to 1/1000000  
   
   
  1-3 solar masses at about 1/1000 earth radius.�
  White dwarf  
   
   
   
  1/100 to 1/1000 
   
   
   
   
  0.2 to 1.33 solar mass and about 1 earth radius.�
  Blue dwarf 
   
   
   
   
  1/5 to 1  
   
   
   
   
   
   
  0.2 to 0.5 solar radii.�
  Red subgiant  
   
   
   
  100 to 10,000  
   
   
   
   
  5-50 solar radii.�
  Red giant  
   
   
   
   
  1000 to 10,000  
   
   
   
   
  20-100 solar radii.�
  Bright red giant  
   
   
  10,000 to 100,000  
   
   
   
  50-500 solar radii.�
  Bright blue giant  
   
   
  100,000 to 1,000,000  
   
   
  5-50 solar radii.�
  Red supergiant  
   
   
  200,000 to 2,000,000  
   
   
  500-1000 solar radii.�
  Blue supergiant  
   
   
  10,000 to 1,000,000 
   
   
   
  10-100 solar radii.�
  Red hypergiant  
   
   
  100,000 to 2,000,000  
   
   
  Over 1000 solar radii, highly unstable star.�
  Blue hypergiant  
   
   
  1,000,000 or more  
   
   
   
  100-500 solar radii, highly unstable star.�
  
   3�
  16�
  Orbit Zones (Star: One solar mass)�
  
  3�
  17
  3.1  
  SYSTEM CARBON/OXYGEN RATIO�
  In systems with more oxygen relative to carbon,�
  rocky planets tend to be made up of silicates and�
  ice planets primarily form from water. Dwarf main�
  sequence stars most often have oxygen-rich�
  systems.�
  Where carbon predominates, carbides and�
  graphite replace rock to form carbon planets.�
  Water is scarce, so ice planets tend to be less�
  common and are made of ammonia, methane,�
  and carbon monoxide instead. Both metal-poor�
  and metal-rich stars, as well as post main�
  sequence stars and stellar remnants tend to form�
  carbon systems.�
  3.2  
  SYSTEM ARCHITECTURE�
  Compact�and�standard�systems are the most�
  common planetary arrangements found in the�
  universe. Their belts are denser and the outer�
  regions (Kuiper belt and scattered disk) are more�
  heavily populated.�
  Scattered�systems most often occur when a�
  massive body orbits either very close or very far�
  away from the primary star, limiting the natural�
  inward migration of planets. Any belts and fields�
  are much less dense and outer orbits have low�
  populations of objects.�
  Eccentric�systems most often form in multi-star�
  systems or when early planetary migration was�
  chaotic. Although orbits can initially intersect,�
  these interactions smooth out as planetary�
  systems age either through natural lessening of�
  eccentricity or ejection of one of the bodies.�
  For circumstellar planets in multi-star systems,�
  assume result is Eccentric and reroll System�
  Architecture depending on the orbit location of the�
  secondary star:�
   
  Deep:  
   
  1d10-1�
   
  Outer:  
   
  1d10-3�
   
  Middle: 
   
  1d10-5�
   
  Inner/Close: Compact System�
  For circumbinary planets, assume Scattered�
  System Architecture and multiply the First body�
  orbit result by [Apoapsis x 5].�
  3.2  SYSTEM ARCHITECTURE�
  ROLL d10 FOR PLANET SYSTEM ARCHITECTURE.�
  1-4 
   
   
  Compact system: First body = [1/(d10 x d10)] x [Star Mass] AU�
  5-7 
   
   
  Standard system: First body = [1d10/20] x [Star Mass] AU�
  8-9 
   
   
  Scattered system: First body = [1d10/5] x [Star Mass] AU�
  10 
   
   
  Eccentric system (Roll d10-1 System Architecture, then roll d10 for eccenticity of each body.)�
    
   
   
  1-4  
   
  Minor (e = 1/[d10+10])�
    
   
   
  5-7  
   
  Moderate (e = 2/[d10+10])�
    
   
   
  8-9  
   
  Major (e = 5/[d10+10])�
    
   
   
  10   
   
  Extreme (e = 10/[d10+10])�
   NOTE: For multi-star systems, assume for circumstellar planets it is an Eccentric System and reroll System�
    
  Architecture as d10-1 (Deep), d10-3 (Outer), d10-5 (Middle), or assume Compact System Architecture if�
    
  stars are closer than Middle Zone. For circumbinary, assume Scattered System Architecture and multiply�
    
  the First body result by [Apoapsis x 5].�
  3.1  SYSTEM CARBON/OXYGEN RATIO�
  ROLL d10† FOR CARBON/OXYGEN RATIO.�
  -5 or less  
   
  Carbon-rich�
  -4 to 9 
   
   
  Oxygen-rich�
  10 or more 
   
  Carbon-rich�
   †Stellar evolution can modify Carbon/Oxygen ratio.�
    
  Paleodwarf  
  -10  
  Superdwarf  
  +2�
    
  Subdwarf   
  -5  
  Hyperdwarf  
  +5�
    
  White dwarf 
  +5  
  Neutron star 
  +10�
  
   3�
  18�
  3.3  
  PLANETARY BODIES�
  For each massive gas or ice planet that orbits�
  closer than Middle Zone, roll the following die once�
  for Inner Zone or twice for Close Zone, round�
  result down, then subtract any whole number�
  result from system major bodies total. This new�
  total cannot be less than the number of bodies that�
  already exist in the system.�
   
  10-99 Me =   
  1d10/10�
   
  100-999 Me =  1d10/5�
   
  1000+ Me =   
  1d10/2.�
  DISKS, BELTS & CLOUDS�
  Circumstellar/debris disk� is dust and debris�
  extending [1d10*x10 x Star Mass] AU radius�
  around a star. Any planet orbiting within it will clear�
  a path, dividing the debris disk into prominent�
  rings.�
  Dust belts� consist of small particles pervading the�
  space between planets [width = 1d10*/(Orbital�
  radius) AU]. This dust scatters stellar light (called�
  zodiacal light, which is confined to the ecliptic�
  plane) and produces thermal emission. An�ash�
  belt� is a belt of very fine particles. A� frost belt� is a�
  belt of ice particles.�
  Asteoroid belts� are regions of a solar system�
  between two major bodies occupied by numerous�
  asteroids and minor planets. They usually form�
  from the primordial solar nebula as a group of�
  planetesimals with too much orbital energy for�
  them to accrete into a planet. Most individual�
  asteroids fall into four basic groups: carbonaceous�
  (carbon-rich), silicate (rocky), icy, and metallic. If�
  not between two major bodies’ orbits, assume belt�
  fills the rest of orbital zone.�Meteoroid belts� have�
  more metal-rich asteroids than average.�Ore belts�
  mostly consist of tiny, metal-rich asteroids.�
  Comet belts� are mostly ice-rich asteroids, with�
  comet clouds� orbiting in a sphere around the�
  star. Rare�gas belts� are dense, violent, gas-rich�
  comet belts and�gas clouds� similarly populated�
  comet clouds.�
  
  3�
  19
  3.3  PLANETARY BODIES�
  ROLL d12 FOR MAJOR BODY TYPE.�
  INNER  
  MIDDLE 
  OUTER 
   
  TYPE (Roll d20† for major body subtype and roll d8 for mass)�
  1-3  
   
  1 
   
   
  1 
   
   
   
  Metal body�
   
   
   
   
   
   
   
   
   
   
  1-6  
   
  Dust belt�
   
   
   
   
   
   
   
   
   
   
  7-8  
   
  Meteoroid belt�
   
   
   
   
   
   
   
   
   
   
  9-16 
   
  Metal dwarf: Me = [1d8*]/200�
   
   
   
   
   
   
   
   
   
   
  17-18  
  Metal planet: Me = [1d8]/20�
   
   
   
   
   
   
   
   
   
   
  19  
   
  Solid metal dwarf: Me = [1d8]/200�
   
   
   
   
   
   
   
   
   
   
  20  
   
  Rare metal body (Roll d20 for rare body type.)�
   
   
   
   
   
   
   
   
   
   
   
   
   
  1-10 
   
  Ore belt�
   
   
   
   
   
   
   
   
   
   
   
   
   
  11-17  
  Metal giant: Me = [1d8*]/2�
   
   
   
   
   
   
   
   
   
   
   
   
   
  18-19  
  Solid metal planet: Me = [1d8]/20�
   
   
   
   
   
   
   
   
   
   
   
   
   
  20  
   
  Special�
  4-9  
   
  2-3  
   
  2-3  
   
   
  Rock body�
   
   
   
   
   
   
   
   
   
   
  1-2  
   
  Debris disk�
   
   
   
   
   
   
   
   
   
   
  3-6  
   
  Asteroid belt�
   
   
   
   
   
   
   
   
   
   
  7-10 
   
  Rock dwarf: Me = [1d8*]/100�
   
   
   
   
   
   
   
   
   
   
  11-15  
  Rock planet: Me = [1d8*]/10�
   
   
   
   
   
   
   
   
   
   
  16-19  
  Rock giant: Me = 1d8+1�
   
   
   
   
   
   
   
   
   
   
  20  
   
  Rare rock body (Roll d20 for rare body type.)�
   
   
   
   
   
   
   
   
   
   
   
   
   
  1-10 
   
  Ash belt�
   
   
   
   
   
   
   
   
   
   
   
   
   
  11-17  
  Coreless rock planet: Me = [1d8]/10�
   
   
   
   
   
   
   
   
   
   
   
   
   
  18-19  
  Rock supergiant: Me = [1d8+2]�
  2�
   
   
   
   
   
   
   
   
   
   
   
   
   
  20  
   
  Special�
  10-11  
  4-6  
   
  4-10 
   
   
  Ice body�
   
   
   
   
   
   
   
   
   
   
  1 
   
   
  Frost belt�
   
   
   
   
   
   
   
   
   
   
  2-3  
   
  Comet belt�
   
   
   
   
   
   
   
   
   
   
  4-5  
   
  Coreless ice dwarf: Me = [1d8]/200�
   
   
   
   
   
   
   
   
   
   
  6-8  
   
  Ice dwarf: Me = [1d8*]/200�
   
   
   
   
   
   
   
   
   
   
  9-13 
   
  Ice planet: Me = 1d8*/10�
   
   
   
   
   
   
   
   
   
   
  14-19  
  Ice giant: Me = 2d8*�
   
   
   
   
   
   
   
   
   
   
  20  
   
  Rare ice body (Roll d20 for rare body type.)�
   
   
   
   
   
   
   
   
   
   
   
   
   
  1-4  
   
  Comet cloud�
   
   
   
   
   
   
   
   
   
   
   
   
   
  5-14 
   
  Coreless ice planet: Me = 1d8/10�
   
   
   
   
   
   
   
   
   
   
   
   
   
  15-19  
  Ice supergiant: Me = [1d8*+2]�
  2�
   
   
   
   
   
   
   
   
   
   
   
   
   
  20  
   
  Special�
  12†  
   
  7-12 
   
  11-12  
   
  Gas body�
   
   
   
   
   
   
   
   
   
   
  1-7  
   
  Gas planet: Me = 2d8�
   
   
   
   
   
   
   
   
   
   
  8-17 
   
  Gas giant: Me = 2 x [(1d8+1)�
  2�]�
   
   
   
   
   
   
   
   
   
   
  18-19  
  Gas supergiant: Me = 2 x [(1d8+2)�
  3�]�
   
   
   
   
   
   
   
   
   
   
  20  
   
  Rare gas body (Roll d20 for rare body type.)�
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 
   
   
  Gas cloud�
   
   
   
   
   
   
   
   
   
   
   
   
   
  2-5  
   
  Gas belt�
   
   
   
   
   
   
   
   
   
   
   
   
   
  6-15 
   
  Gas hypergiant: Me = 1d8*x500�
   
   
   
   
   
   
   
   
   
   
   
   
   
  16-19  
  Substar: Me = 1d8*x2000�
   
   
   
   
   
   
   
   
   
   
   
   
   
  20  
   
  Special�
   
  †Star Class can affect Major Body Type d20 roll.�
   
   
  Orange star -1  
   
   
   
   
  White star +1  
   
   
   
  Blue star  -<mass>�
   
   
  Red star -2 (supergiant = giant; hypergiant = supergiant)�
   
   
  Brown star -5 (supergiant/hypergiant/substar = giant)�
   
  NOTE: For carbon-rich systems, all bodies that are not beyond Middle orbit use the Inner Major Body�
   
   
  Type table; the Middle Major Body Type table is not used.�
  
   3�
  20�
  3.3  
  PLANETARY BODIES (continued)�
  WORLDS�
  Metal bodies� consist primarily of an iron-rich core�
  with little or no mantle (�solid metal dwarf/�
  planet�). Iron-rich planets are smaller and more�
  dense than other types of planets of comparable�
  mass. Such planets usually have weak magnetic�
  fields (if any) and no geologic activity, especially�
  at higher planetary masses. Since water and iron�
  are unstable over geological timescales, wet iron�
  planets in the habitable zone may be covered by�
  lakes of iron carbonyl and other exotic volatiles�
  rather than water.�
  Very hot metal bodies have a molten crust (lava�
  metal planet), at super hot even iron melts�
  (molten metal planet), and by ultra hot iron boils�
  (boiling metal planet).�
  A�rock body� has a solid surface composed�
  primarily of silicate rocks or metals. Except for�
  coreless rock planets�, they have a mostly iron�
  core with a surrounding silicate mantle and outer�
  crust.�
  Rock bodies below one earth mass (Me) have�
  thin atmospheres and, unless affected by strong�
  tidal interactions, tend to have little to no�
  geological activity or magnetic fields. Between 1�
  and 5 Me, active geology and a strong magnetic�
  field help retain a moderate atmosphere.�
  Geological activity and terrain variability become�
  less between 5-10 Me due to thicker crust; some�
  cores may be too viscous to generate strong�
  magnetic fields to protect the planet's otherwise�
  thick atmosphere. Beyond 10 Me, a rock planet�
  without hydrogen/helium volatiles will have a�
  dense atmosphere above a featureless terrain,�
  with a weak or strong magnetic field; otherwise, a�
  crushing atmospheric envelope of gas and clouds�
  will dominate the planet (gas dwarf).�
  Very hot rock bodies have a molten crust (lava�
  planet), by super hot even iron melts (slag�
  planet), and at ultra hot iron boils (furnace planet).�
  In very metal-rich and very metal-poor star�
  systems, rock bodies often form as�carbon�
  planets� (with carbide rocks and graphite instead�
  of silicates). Water and carbon dioxide are�
  extremely rare in such systems, replaced by�
  carbon monoxide, hydrogen, methane and other�
  hydrocarbons, with hydrospheres of oil and tar.�
  Ice�bodies� have an icy mantle (mostly water,�
  possibly with ammonia, methane, and/or other�
  volatiles) overlying a rocky core (excepting�
  coreless ice dwarfs/planets�). Sufficiently�
  massive or  tidally-affected ice planets may have�
  subsurface liquid oceans. Atmospheres tend to�
  be thicker than rock worlds when temperatures�
  are high enough for volatiles to be gases;�
  otherwise, volatiles form a frozen crust (with�
  hydrosphere in certain temperature ranges).�
  Within the moderate zone, the ices melt to form a�
  global ocean and thicker atmosphere (ocean�
  dwarf/planet/giant). Orbiting closer than that, the�
  ocean becomes supercritical, without any clear�
  boundary between hydrosphere or atmosphere�
  (steam dwarf/planet/giant).�
  Ice giants� often have dense envelopes of�
  hydrogen and helium that crush the ice below into�
  supercritical liquid phases. This ionized ocean�
  generates a strong, often off-axis magnetic field.�
  A�gas body� is a planet composed mainly of�
  hydrogen and helium. The outermost portion of�
  the dense hydrogen envelope includes many�
  layers of mostly water and ammonia clouds. This�
  massive atmosphere surrounds a layer of liquid�
  metallic hydrogen, with a molten rocky core at its�
  center. Their magnetic fields can be exceptionally�
  strong, especially for more massive�gas�
  supergiants�.�
  Substellar objects (�substars�, also known as�
  brown dwarfs) are occupy the mass range�
  between the heaviest gas giants and the lightest�
  stars. Substars above 5000 Me may fuse�
  deuterium and those above 20,000 Me might fuse�
  lithium as well.�
  
  3�
  21
  3.4  
  ORBITS�
  System architecture, eccentricity, and the mass of�
  the previous planet influence the orbit of the next�
  body outward. This result is multiplied by the�
  current orbital radius to determine the next orbit.�
  3.5  
  PLANET PECULIARITIES�
  SPECIAL FEATURES�
  Volatile poor� bodies have one lower density level�
  than what is rolled.�Volatile rich� bodies have one�
  density level higher than rolled.�
  Slow rotation� bodies roll one level lower than�
  rolled, whereas bodies with� fast rotation� roll one�
  level higher.�
  Minimal axial tilt�bodies rotate at 1d10-1�
  degrees relative to the orbital plane.�
  Extreme axial tilt�bodies rotate at 40 + (1d100/2)�
  degrees relative to the orbital plane.�
  Smaller core� bodies are less dense and have�
  lower gravity.�Larger core� bodies are denser and�
  possess greater gravity.�
  Geologically dead� bodies never had any native�
  volcanism or tectonic activity after they were�
  formed. Aside from atmospheric effects and�
  outside events, impact craters form the vast�
  majority of all landform variation. For gas bodies,�
  consider this “weak magnetic field”.�
  Geologically extinct�bodies had volcanism and�
  possibly tectonic activity in the past, but have little�
  if any at present. Mountains, volcanoes, valleys,�
  and other landforms exist along with impact�
  craters not erased by atmospheric weathering.�
  For gas bodies, consider this “mild weather”.�
  Geologically active� bodies currently experience�
  volcanism and tectonics, although the mechanism�
  driving it varies depending on type of body�
  (molten interior of a rocky planet, the liquid�
  beneath the icy crust of an ice world, tidal heating�
  from orbital effects, etc). Rocky and metal planets�
  with geological activity often also possess�
  magnetic fields. For gas bodies, consider this�
  “violent weather”.�
  Magnetic fields� deflect stellar wind from the�
  orbital body, preventing erosion of volatiles and�
  allowing a long-lasting atmosphere to remain. For�
  rocky planets between 1-5 Me, ice giants or�
  greater, and all gas planets, a magnetic field is�
  intrinsic, so this result implies an unusual field�
  strength. Roll d10: 1-2 Much weaker, 3-5 Weaker,�
  6-8 Stronger, 9-10 Much Stronger.�
  Less dense� bodies have less gravity than usual�
  for their size.�More dense� bodies have greater�
  gravity for their size.�
  Generally flat terrain� on a solid body implies a�
  surface with less variation in elevation than typical�
  for its mass and geological activity. For planets�
  with dense gas envelopes, consider this result�
  "calm weather" instead.�
  Highly varied terrain� means the surface of a�
  solid body has much greater differences in�
  elevation and landform than typical for its type.�
  Gas planets and others with dense gas�
  envelopes have "very violent weather".�
  3.4  ORBITS�
  ROLL d4 AND d6 FOR NEXT PLANET ORBIT.�
  Previous planet orbit distance x [1 + ({1d6+1d4}/10)]�
   NOTE: Add all applicable modifiers to the�
    
  total numerator result.�
    
   
  Compact system 
   
  -1�
    
   
  Scattered system  
  +1�
    
   
  Minor eccentricity  
  +1�
    
   
  Moderate eccentricity +2�
    
   
  Major eccentricity  
  +3�
    
   
  Extreme eccentricity 
  +4�
    
   
  Body is 100 Me 
   
  +1�
    
   
  Body is 1000 Me 
   
  +2�
    
   
  Body is 10000 Me  
  +3�
  
   3�
  22�
  3.5  PLANET PECULIARITIES�
  ROLL d100 FOR PLANET FEATURES.�
  DWARF 
  PLANET 
  GIANT  
  SUPER+ 
   
  FEATURE�
  01-09  
  01-04  
  01-02  
    01  
   
   
  Volatile poor�
  10-14  
  05-14  
  03-29  
  02-17  
   
  Volatile rich�
  15-24  
  15-19  
  30-32  
  18-19  
   
  Slow rotation�
  25-29  
  20-24  
  33-37  
  20-29  
   
  Fast rotation�
  30-39  
  25-29  
  38-40  
  30-34  
   
  Minimal axial tilt�
  40-44  
  30-34  
  41-49  
  35-39  
   
  Extreme axial tilt�
  45-49  
  35-39  
  50-53  
  40-44  
   
  Smaller core�
  50-54  
  40-42  
  54-55  
  45-46  
   
  Larger core�
  55-59  
  43-44  
  56-59  
  47-54  
   
  Geologically dead�
  60-67  
  45-49  
  60-69  
  55-59  
   
  Geologically extinct�
  68-69  
  50-64  
  70-74  
    60  
   
   
  Geologically active�
  70-74  
  65-76  
  75-79  
  61-79  
   
  Magnetic field�
  75-79  
  77-81  
  80-84  
  80-84  
   
  Less dense�
  80-84  
  82-86  
  85-87  
  85-86  
   
  More dense�
  85-89  
  87-89  
  88-96  
  87-97  
   
  Generally flat terrain�
  90-98  
  90-98  
  97-98  
    98  
   
   
  Highly varied terrain�
    99  
   
    99  
   
    99  
   
    99  
   
   
  Roll twice�
    00  
   
    00  
   
    00  
   
    00  
   
   
  Special feature�
  ROLL d100 FOR NATURAL SATELLITES.�
  01-24  
   
  None�
  25-39  
   
  Irregular moon (1d10* tiny moons)�
  40-69  
   
  Minor moon (1d10*/2 dwarf moons)�
  70-84  
   
  Major moon (1d10*/5 moons)�
  85-89  
   
  Giant moon OR two major moons�
  90+  
   
   
  Ring system (with 1d10*x1d10 moonlets) OR two major moons OR one giant moon�
  99  
   
   
  Roll twice�
  00  
   
   
  Special satellite�
   
  NOTE: Modify each roll according to orbit zone. Close =  -50 (d100)/-5 (d10); Inner -20 (d100)/-2 (d10);�
   
   
  Middle +50 (d100)/+5 (d10); Outer +20 (d100)/+2 (d10); Deep +0 (d100)/+0 (d10).�
  ROLL d100 FOR ROTATION PERIOD.�
  01-04  
   
  Tidal locked (day = orbital period)�
  05-19  
   
  Resonant (orbital period x 1d10*/3)�
  20-29  
   
  Very long (10000/1d6* hours)�
  30-39  
   
  Long (1d10*+5 x 1d10*+5 hours)�
  40-69  
   
  Medium (1d10*+20 hours)�
  70-99  
   
  Short (1d10+10 hours)�
  99  
   
   
  Very short (1d10+2 hours)�
  00  
   
   
  Special rotation period�
   
  NOTE: Orbit zone and planet mass affects d100 Rotation roll.�
   
   
  Close orbit  
   
  -100 
   
   
  Inner orbit  
  -50  
   
   
   
  Above 50 Me  
  +50�
   
   
  Below ½ Me 
   
  +10  
   
   
  10-49 Me  
  +20�
  ROLL d100 FOR AXIAL TILT.�
  Close orbit: 1d100*/5 degrees  
   
   
  Middle orbit: 1d100*/3�
  Inner orbit: 1d100*/4 
   
   
   
   
   
  Outer/Deep orbit: 1d100*/2�
   
  *On a roll of 100, roll again and add the results together before dividing.�
  
  3�
  23
  3.5  
  PLANET PECULIARITIES (continued)�
  NATURAL SATELLITES�
  Roll once for dwarfs, twice for planets, three times�
  for giants, four times for supergiants, five times�
  for hypergiants, and six times for substars.�
  Every extra time a ring system is rolled, consider�
  that body’s rings to be that much more extensive�
  or unusual.�
  If greater detail is desired, moon systems can�
  utilize the same tables as planets with a few�
  changes. Roll d12 Major Body Type table just like�
  a planet, but do not use d20 subtables. Gas body�
  results are ice bodies with significant volatiles�
  (possible atmospheres and hydrospheres);�
  consider 12 a Special moon type. Skip the d100�
  Natural Satellite roll.�
  Moon system AU = planet radius (Rp)�
   NOTE: If orbit is less than 50 Rp, moon�
    
  rotation is tidally locked.�
  Irregular moon: d100*/[d100xd100 thousand]�Me�
  Moonlet: 1/d10* billion Me�
  Minor moon: d10*/d10 million Me�
  Major moon: d10*/d10 thousand Me�
  Giant moon: d10*/d10 tenths Me�
  ROTATION PERIOD�
  Bodies with faster rotation tend to have greater�
  temperature and (if an atmosphere is present)�
  weather variation. Planets with slower rotation�
  rates (especially tidal locking when the orbital�
  period is greater than a few weeks) usually have�
  weaker magnetic fields as well.�
  AXIAL TILT�
  Much like rotation period, a body’s axial tilt affects�
  temperature, weather, and seasonal variations,�
  although it does not usually reflect any difference�
  in magnetic field strength.�
  ROUGH CALCULATIONS FOR PLANETS�
  PLANET MASS/RADIUS CHART�
  Body Mass (Me) Body Radius (earth radii/Re)�
  (earth masses) 
  Gas 
  Ice  
  Rock Metal�
  SUBPLANETARY�
  0.0000000001   
  —  
  0.003 0.002 0.0015�
  0.0000000002   
  —  
  0.004 0.003 0.002�
  0.0000000005  
  —  
  0.006 0.004 0.003�
  0.000000001  
  —  
  0.008 0.006 0.004�
  0.000000002  
  —  
  0.01 
  0.008 0.006�
  0.000000005  
  —  
  0.011 0.01 
  0.008�
  0.00000001 
   
  —  
  0.012 0.011 0.01�
  0.00000002 
   
  —  
  0.013 0.012 0.011�
  0.00000005 
   
  —  
  0.015 0.013 0.012�
  0.0000001  
   
  —  
  0.016 0.015 0.013�
  0.0000002  
   
  —  
  0.018 0.016 0.015�
  0.0000005  
   
  —  
  0.02 
  0.018 0.016�
  0.000001  
   
  —  
  0.025 0.02 
  0.018�
  0.000002  
   
  —  
  0.03 
  0.025 0.02�
  0.000005  
   
  —  
  0.035 0.03 
  0.025�
  0.00001 
   
   
  —  
  0.04 
  0.035 0.03�
  0.00002 
   
   
  —  
  0.05 
  0.04 
  0.035�
  0.00005 
   
   
  —  
  0.06 
  0.05 
  0.04�
  PLANETARY�
  0.0001  
   
    
  —  
  0.08 
  0.06 
  0.05�
  0.0002  
   
   
  —  
  0.1  
  0.08 
  0.06�
  0.0005  
   
   
  —  
  0.12 
  0.1  
  0.08�
  0.001  
   
   
  —  
  0.15 
  0.12 
  0.1�
  0.002  
   
   
  —  
  0.2  
  0.15 
  0.12�
  0.005  
   
   
  —  
  0.25 
  0.2  
  0.15�
  0.01 
   
   
   
  —  
  0.3  
  0.25 
  0.2�
  0.02 
   
   
   
  —  
  0.4  
  0.3  
  0.25�
  0.05 
   
   
   
  —  
  0.5  
  0.4  
  0.3�
  0.1  
   
   
   
  1.5  
  0.6  
  0.5  
  0.4�
  0.2  
   
   
   
  2 
   
  0.8  
  0.6  
  0.5�
  0.5  
   
   
   
  3 
   
  1 
   
  0.8  
  0.6�
  1 
   
   
   
   
  3.5  
  1.2  
  1 
   
  0.8�
  2 
   
   
   
   
  4 
   
  1.5  
  1.2  
  1�
  5 
   
   
   
   
  5 
   
  2 
   
  1.5  
  1.2�
  10  
   
   
   
  7 
   
  3 
   
  2 
   
  1.5�
  20  
   
   
   
  8 
   
  4 
   
  2.2  
  2�
  50  
   
   
   
  9 
   
  4 
   
  2.5  
  2.2�
  SUPERPLANETARY�
  100  
   
   
   
  10  
  4 
   
  2.8  
  2.3�
  200  
   
   
   
  11  
  4 
   
  3 
   
  2.5�
  500  
   
   
   
  11  
  4 
   
  3 
   
  2.6�
  1000+  
   
   
  11  
  4 
   
  3 
   
  2.8�
  GRAVITY CALCULATION�
  Mass / [Radius]�
  2� = Gravity (g)�
  PLANET ORBIT PERIOD CALCULATION�
  Square Root of [(Orbit Radius AU)�
  3�] = Years�
  
   3�
  24�
  3.6  
  VOLATILES�
  DENSITY�
  Depending on the state of matter of the�
  constituent molecules, volatiles present on an�
  orbital body comprise its cryosphere (frozen�
  surface), hydrosphere (liquid surface), and�
  atmosphere (gaseous envelope). If all are frozen�
  or gaseous, then the Volatile Density reflects the�
  relative cryosphere or atmosphere thickness,�
  respectively. When each is in a different state,�
  use the following rule of thumb to determine�
  density level:�
   
  Dominant: Same density�
   
  Main (main with major): One level lower�
   
  Major (main with major): Two levels lower�
   
  Minor (in parenthesis): Three levels lower�
  Many volatiles can be liquid at certain�
  temperature ranges, but only when an�
  atmosphere of sufficient pressure exists;�
  otherwise it is a gas.�
  COMPOSITION�
  Negligible:�Only trace amounts of elements and�
  molecules beyond those that make up the orbital�
  body exist.�
  Carbon dioxide with oxygen (sulfur dioxide)�:�
  Although carbon dioxide is a white ice from cold�
  zone orbits outward, a very thin atmosphere of�
  oxygen will still exist except on ultra cold or frozen�
  bodies. From moderate/cold zone inward, the�
  greenhouse effect of gaseous carbon dioxide will�
  increase the body's temperature at least one level�
  (one for thin atmosphere, two for moderate, three�
  for thick, etc). If sulfur dioxide is also present, it�
  forms a white frost when at least cold, but�
  evaporates into highly reflective yellow-white�
  clouds on warmer bodies, slightly reducing any�
  greenhouse effect; it also scatters sunlight,�
  reducing the illumination that reaches the surface�
  and minimizing global temperature variations. In�
  all circumstances with gaseous oxygen, solar�
  radiation will produce an ozone layer.�
  Carbon dioxide dominant (sulfur dioxide)�: A�
  cold or colder body will have a tenuous�
  atmosphere of carbon dioxide created from�
  sublimation by stellar ultraviolet light, dominated�
  by sulfur dioxide if present. When carbon dioxide�
  becomes gaseous, bodies are much like the�
  above entry, except with a negligible ozone layer.�
  Carbon dioxide with nitrogen (methane)�: Since�
  the freezing point of nitrogen is only slightly�
  higher than oxygen, bodies with this volatile�
  composition are very similar to carbon dioxide�
  with oxygen worlds, just with a minimal ozone�
  layer. When methane is present, it is ice very cold�
  zone orbits. Otherwise, it remains a greenhouse�
  gas that stellar radiation breaks down into a hazy,�
  hydrocarbon smog.�
  Carbon dioxide with water & nitrogen�
  (methane, ammonia, or both)�: Water is liquid at�
  moderate temperatures and pressures, steam�
  when hotter, and ice when colder. Although�
  gaseous nitrogen helps to keep water from rising�
  out of the lower atmosphere, moderate or warmer�
  bodies less than 1 Me will still slowly lose it and�
  dry out; when water reaches the upper�
  atmosphere, ultraviolet radiation breaks it down�
  into hydrogen and oxygen, the latter of which�
  increases over time. Because of greenhouse�
  effects, such bodies can have liquid water at�
  farther than usual orbits, especially if there is�
  methane (which is an even stronger greenhouse�
  gas). Any ammonia present is frozen on cold�
  bodies, but light enough to form cloud cover on�
  warmer ones and will readily dissolve in liquid�
  water and form ammonium hydroxide.�
  Water with oxygen (nitrogen)�: In moderate or�
  warmer zones, water will escape through the�
  atmosphere and become dissociated by�
  ultraviolet radiation into hydrogen and oxygen�
  until the planet becomes dry. Nitrogen in the�
  atmosphere will slow this process, especially if�
  the planet's temperature and escape velocity is at�
  least Earth-equivalent. Of course, from the�
  moderate/cold zone and beyond, water is frozen�
  and the oxygen atmosphere is thinner with�
  increasing distance from its star.�
  
  3�
  25
  3.6  VOLATILES�
  ROLL d10 FOR VOLATILE DENSITY (relative atmospheric pressure).�
  2 or less  
   
  Trace (tenuous)�
  3-5 
   
   
   
  Very Poor (very thin)�
  6-7 
   
   
   
  Poor (thin)�
  8-9 
   
   
   
  Moderate (moderate)�
  10-12  
   
   
  Rich (thick)�
  13-14  
   
   
  Very Rich (very thick)�
  15 or more 
   
  Abundant (crushing)�
    
  NOTE: Modify d10 roll with all applicable modifiers.�
    
   
  No magnetic field -5  
   
  Metal rich system  
  +1�
    
   
  Moon  
   
   
  -2  
   
  Metal poor system  
  -1�
    
   
  Close orbit  
   
  -2  
   
  Young system  
   
  +1�
    
   
  Inner orbit  
   
  -1  
   
  Old system  
   
   
  -1�
    
   
  Dwarf planet 
   
  -1  
   
  Ancient system  
   
  -2�
    
   
  1-2 Me  
   
   
  +1  
   
  Blue star 
   
   
  -<star mass>�
    
   
  3-5 Me  
   
   
  +2  
   
  Giant star  
   
   
  -3�
    
   
  6-9 Me  
   
   
  +3  
   
  Supergiant star  
   
  -4�
    
   
  10-19 Me  
   
  +4  
   
  Hypergiant star  
   
  -5�
    
   
  20+ Me  
   
   
  +5  
   
  Ice body 
   
   
   
  +2�
  ROLL d100 FOR VOLATILE COMPOSITION.�
  METAL ROCK  
  ICE  
     CARBON 
  VOLATILES (Roll d10 for significant additional volatiles.)�
  01-04  
  01-09  
    01  
   
  01-10  
  Negligible�
  05-14  
  10-14  
  02-05  
    11�
  Carbon dioxide with oxygen (1-2 Sulfur Dioxide, 3-9 None, 10 Other)�
  15-39  
  15-44  
  06-09  
    12  
   
  Carbon dioxide dominant (1-4 Sulfur dioxide, 5-9 None, 10 Other)�
  40-59  
  45-54  
  10-14  
  13-15  
  Carbon dioxide with nitrogen (1-7 None, 8-9 Methane, 10 Other)�
  60-62  
  55-59  
  15-19  
    16  
   
  Carbon dioxide with water & nitrogen�
    
   
   
   
   
   
   
   
   
   
   
  (1-5 None, 6-7 Methane, 8-9 Ammonia, 10 Methane and ammonia)�
    63  
  60-64  
  20-29  
    17  
   
  Water with oxygen (1-6 None, 7-9 Nitrogen, 10 Other)�
    64  
  65-69  
  30-39  
    18�
  Water with carbon dioxide & nitrogen (1-7 None, 8-9 Methane, 10 Other)�
  65-69  
  70-74  
  40-49  
    19  
   
  Nitrogen with water (1-6 None, 7-9 Ammonia, 10 Other)�
  70-89  
  75-84  
  50-64  
  20-39  
  Nitrogen dominant (1-4 None, 5-8 Water, 9-10 Water & ammonia)�
  90-92  
  85-87  
  65-72  
  40-59  
  Nitrogen with carbon monoxide (1-6 None, 7-9 Methane, 10 Other)�
  93-94  
  88-89  
  73-80  
  60-79  
  Carbon monoxide dominant (1-7 None, 8-9 Methane, 10 Other)�
    95  
    90  
   
  81-85  
  80-84  
  Neon dominant (1 None, 2-9 Hydrogen/Helium, 10 Other)�
  96-99  
  91-94  
  86-89  
  85-94  
  Helium dominant (1 None, 2-9 Hydrogen, 10 Other)�
    99+  
    95+ 
   
    90+ 
   
    95+ 
   
  Hydrogen/helium dominant (1-9 None, 10 Other)�
    00  
    00  
   
    00  
   
    00  
   
  Special atmosphere (natural 00 only)�
   NOTE: If mass is above 1 Me, add [mass x 5] to d100 roll. If below 1 Me, subtract [inverse of mass].�
  Water with carbon dioxide & nitrogen�
  (methane)�: Except when it is an ice on super cold�
  or frozen worlds, nitrogen forms a very thin�
  atmosphere over the frozen carbon dioxide and�
  water of the body, with carbon dioxide overtaking�
  its dominance at moderate/cold zones and�
  contributing to global warming at those points as�
  well. When liquid water or steam becomes�
  dominant at moderate or greater temperatures, it�
  begins to dissolve the carbon dioxide, which can�
  also become trapped in rocks (markedly so in�
  geologically active planets). Nitrogen also�
  mitigates the escape of unfrozen water from the�
  atmosphere, especially on Earth-mass or greater�
  planets, creating a water weather cycle. Any�
  gaseous methane component will form a�
  hydrocarbon haze that also increases the�
  greenhouse effect another level.�
  
   3�
  26�
  3.6  
  VOLATILES�
  COMPOSITION (continued)�
  Nitrogen with water (ammonia)�: Nitrogen is a�
  gas except in very cold or frozen zones and will�
  form an atmosphere around even dwarf-sized�
  bodies. Where water is liquid, nitrogen slows its�
  escape from lighter bodies and prevents it for 1�
  Me or greater mass planets. Ammonia freezes at�
  cold temperatures and below, is liquid at�
  moderate/cold temperatures, and dissolves to�
  become ammonium hydroxide in liquid water.�
  Nitrogen dominant (water or water and�
  ammonia)�: This volatile composition is similar to�
  the one above, except that if water and/or�
  ammonia are present, the fractions are much�
  lower.�
  Nitrogen with carbon monoxide (methane)�: In�
  very cold or colder zones, nitrogen and carbon�
  monoxide form ices at nearly the same�
  temperature, with carbon monoxide freezing just�
  before and boiling just after nitrogen; in very�
  narrow temperature ranges carbon monoxide�
  may be liquid under a nitrogen atmosphere. From�
  cold zones inward both are gases. Where�
  present, methane forms a cryosphere in very cold�
  temperatures and produces hydrocarbon smog�
  when moderate/cold or warmer. In cold�
  environments, a hydrocarbon weather cycle may�
  exist, with rivers, lakes, and seas of oils and tar.�
  Carbon monoxide dominant (methane)�:�
  Carbon monoxide freezes in super cold zones�
  and is gaseous when warmer. Any methane�
  present will be ice when at least very cold, liquid�
  at cold temperatures, and a gaseous smog when�
  warmer.�
  Neon dominant (hydrogen/helium)�: Except in�
  the frozen outer reaches of a solar system, neon�
  will form an atmosphere, quite often mixed with�
  hydrogen and helium. If the hydrogen/helium�
  component is sufficiently thick and within a very�
  narrow temperature range, neon can liquify. In�
  the farthest zones, hydrogen can liquefy and�
  even freeze, but helium will always remain�
  gaseous. Atmospheric escape of these gases is�
  inevitable for bodies less than 2 Me with higher�
  than cold temperatures.�
  Helium dominant (hydrogen)�: Helium remains�
  gaseous in all orbital zones, since all other�
  volatiles freeze long before it can reach�
  temperatures low enough to liquefy and it only�
  becomes solid at near absolute zero under�
  extreme pressure. Any hydrogen present will be a�
  gas except at the edge of frozen zones, where it�
  can liquefy, or a solid when super frozen.�
  Hydrogen/helium dominant�: All planets and�
  even large moons begin with an atmosphere of�
  hydrogen and helium, but any bodies less than�
  2-3 Me with higher than cold temperatures will�
  rapidly lose these gases through atmospheric�
  escape. Hydrogen ice can form at super frozen�
  temperatures, but most bodies massive enough�
  to retain these gases also generate enough�
  internal heat to prevent this. Under all�
  circumstances helium remains gaseous.�
  Significant traces of water, ammonia, methane,�
  and other volatiles and gases exist in these�
  atmospheres, often forming high altitude clouds.�
  
  3�
  27
  EQUILIBRIUM TEMPERATURE ZONES�
  TEMPERATURE  
  MAXIMUM ORBITAL RADIUS FROM STAR (AU)�
  ZONE 
   
   
   
  Red- 
  Red 
  Red+  Orange Yellow White White+  
  Blue (4) 
  Blue (8) 
  Blue (16)�
  CLOSE ORBITS  
  0.01 
  0.02 
  0.05 
  0.1  
  0.2  
  0.5  
   1  
   
  2 
   
   
  5 
   
   
  10�
  Ultra Hot  
   
   
  0.0005 0.001 0.002 0.005 0.01 
  0.02 
   0.05 
   
  0.1  
   
  0.2  
   
  0.5�
  Super Hot 
   
   
  0.001 0.002 0.005 0.01 
  0.02 
  0.05 
   0.1  
   
  0.2   
   
  0.5       
  1�
  Very Hot  
   
   
  0.002 0.005 0.01 
  0.02 
  0.05 
  0.1  
   0.2  
   
  0.5    
   
  2 
        
  5�
  Hot  
   
   
   
  0.01 
  0.02 
  0.05 
  0.1  
  0.2  
  0.5  
   1  
   
  2 
   
   
  5 
        
  10�
  INNER ORBITS  
  0.1  
  0.2  
  0.5  
  1 
   
  2 
   
  5 
   
   10  
   
  20  
   
  50  
   
  100�
  Moderate/Hot 
   
  0.02 
  0.05 
  0.1  
  0.2  
  0.5  
  1 
   
   2  
   
  5 
   
   
  10         
  20�
  Moderate  
   
   
  0.05 
  0.1  
  0.2  
  0.5  
  1 
   
  2 
   
   5  
   
  10    
   
  20       
  50�
  Moderate/Cold 
   
  0.1  
  0.2  
  0.5  
  1 
   
  2 
   
  5 
   
   10  
   
  20    
   
  50       
  100�
  MIDDLE ORBIT  
  0.5  
  1 
   
  2 
   
  5 
   
  10  
  20  
   50  
   
  100  
   
  200  
   
  500�
  Cold  
   
   
   
  0.5  
  1 
   
  2 
   
  5 
   
  10  
  20  
   50  
   
  100    
   
  200       
  500�
  OUTER ORBITS  
  2 
   
  5 
   
  10  
  20  
  50  
  100  
   200 
   
  500  
   
  1000 
   
  2000�
  Very Cold 
   
   
  1 
   
  2 
   
  5 
   
  10  
  20  
  50  
   100 
   
  200    
   
  500       
  1000�
  Super Cold  
   
  1.5  
  3 
   
  7.5  
  15  
  30  
  75  
   150 
   
  300  
   
  750       
  1500�
  DEEP ORBITS  
  2+  
  5+  
  10+  
  20+  
  50+  
  100+ 
   200+  
  500+ 
   
  1000+  
  2000+�
  Ultra Cold 
   
   
  5 
   
  10  
  20  
  50  
  100  
  200  
   500 
   
  1000 
     
  2000 
       5000�
  Frozen 
   
   
   
  20  
  50  
  100  
  200  
  500  
  1000 
   2000  
  5000 
     
  10,000     20,000�
  Super Frozen 
   
  200  
  500  
  1000 
  2000 
  5000 
  10,000  20,000  
  50,000    
  100,000    200,000�
  Cryogenic 
   
   
  200+ 
  500+ 
  1000+ 2000+ 5000+ 10,000+ 20,000+ 50,000+ 
  100,000+ 200,000+�
   
  NOTE: Red- stars are below 1/8 Ms; red+ stars are 1/5 or ¼ Ms; white+ stars are bright white stars.�
  LIQUID RANGE (Kelvin)�
  Atmospheric pressure = Moderate�
  Carbon:  
   
   
   
  3900*�
  Metal:  
   
   
   
   
  1600-2500+�
  Rock:  
   
   
   
   
  1300+�
  Lead:  
   
   
   
   
  600-2000�
  Water:   
   
   
   
  273-373�
  Sulfur dioxide:  
   
   
  201-263�
  Ammonia:  
   
   
   
  195-240�
  Carbon dioxide  
   
  215*�
  Methane:  
   
   
   
  90-112�
  Oxygen:  
   
   
   
  54-90�
  Carbon monoxide: 
   
  68-82�
  Nitrogen:  
   
   
   
  63-77�
  Neon: 
   
   
   
   
  24-27�
  Hydrogen: 
   
   
   
  14-20�
  Helium:  
   
   
   
  1-4**�
   *Only liquid under very thick or�
    
  crushing pressures.�
   **Almost never liquid in nature since�
    
  no other gas remains unfrozen at�
    
  such low temperatures.�
  MATTER STATES IN TEMPERATURE ZONES�
  Ultra Hot: Metal vaporizes.�
  Super Hot: Rock vaporizes, metal melts.�
  Very Hot: Rock melts, metal solidifies (except lead).�
  Hot: Lead melts, rock solidifies.�
  Moderate/Hot: Water vaporizes.�
  Moderate: Water liquefies.�
  Moderate/Cold: Water freezes.�
  Cold: CO�
  2�, sulfur dioxide & ammonia freeze.�
  Very Cold: Methane freezes.�
  Super Cold: Nitrogen and carbon monoxide freeze.�
  Ultra Cold: Oxygen freezes.�
  Frozen: Neon freezes.�
  Super Frozen: Hydrogen freezes.�
  Cryogenic: Helium liquefies.�
  
   4�
  28�
  _________________________�
  Almost all life in the universe�
  owes its existence to the�
  unique properties of liquid water�
  and the easy reactivity�
  of carbon molecules.�
  _________________________�
  4.1  
  NATIVE LIFE�
  Certain factors improve the chance for native life�
  to emerge on a world: A stable star, liquid water,�
  and protection from hard radiation are but a few.�
  No matter what form, though, life starts simple,�
  potentially increasing in complexity over billions�
  of years, and under rare circumstances�
  producing a species capable of intelligent self-�
  direction.�
  Start with the Basic Life table and roll all�
  applicable dice. Should all of them come up 1’s,�
  roll on the Complex Life table to determine if�
  such creatures developed on that world. Only if�
  all those dice also roll 1’s can you check to see if�
  Intelligent Life arose.�
  Alien creatures indicated by this test could take�
  myriad shapes. Often the similarities between�
  lifeforms can be as surprising as the differences.�
  
  4�
  29
  4.1  NATIVE LIFE�
  BASIC LIFE (Roll all applicable dice. If all results are 1, then basic life is native to the world.)�
  d4  
  Baseline chance�
  d6  
  Not moderate zone�
  d8  
  Not main sequence star�
  d10  
  Planet less than 500 million years old�
  d12  
  No oxygen/carbon dioxide/methane in atmosphere�
  d20  
  No liquid water�
  d100 
  Insignificant amounts of water (Roll in addition to no liquid water)�
  d100 
  No magnetosphere�
  d100 
  Insignificant atmosphere�
  d100 
  Carbon system�
  d100 
  Gas planet�
  d100 
  Planet less than 100 million years old (Roll in addition to all previous age factors)�
  d100 
  Subdwarf star�
  d100 
  Paleodwarf star (Roll in addition to subdwarf star)�
  COMPLEX LIFE (If basic life is native to a world, roll all applicable dice. If all results are 1, then�
  complex life is also native.)�
  d10  
  Baseline chance 
   
   
   
   
   
   
   
   
   
   
   
  d4  
  Not moderate zone�
  d6  
  No magnetic field  
   
   
   
   
   
   
   
   
   
   
  d20  
  No liquid water�
  d8  
  Not yellow/orange/red main sequence star�
  d12  
  No oxygen/carbon dioxide/methane in atmosphere�
  d100 
  Insignificant amounts of water (Roll in addition to no liquid water)�
  d100 
  Insignificant atmosphere�
  d100 
  Variable/flare star�
  d100 
  Carbon system�
  d100 
  Gas planet�
  d100 
  Planet less than 2 billion years old�
  d100 
  Planet less than 500 million years old (Roll in addition to all previous age factors)�
  d100 
  Planet less than 100 million years old (Roll in addition to all previous age factors)�
  d100 
  Subdwarf star�
  d100 
  Paleodwarf star (Roll in addition to subdwarf star)�
  d100 
  Adjacent to belt�
  d100 
  High debris density�
  INTELLIGENT LIFE ((If complex life is native to a world, roll all applicable dice. If all results are 1,�
  then intelligent life also arose.)�
  d100 
  Baseline chance 
   
   
   
   
   
   
   
   
   
   
   
  d100 
  Not moderate zone�
  d100 
  No magnetic field  
   
   
   
   
   
   
   
   
   
   
  d100 
  No liquid water�
  d100 
  Not yellow main sequence star  
   
   
   
   
   
   
   
  d100 
  Carbon system�
  d100 
  No oxygen/carbon dioxide/methane in atmosphere 
   
   
  d100 
  High debris density�
  d100 
  Adjacent to belt 
   
   
   
   
   
   
   
   
   
   
   
  d100 
  Gas planet�
  d100 
  Insignificant amounts of water (Roll in addition to no liquid water)�
  d100 
  Insignificant atmosphere�
  d100 
  Variable/flare star�
  d100 
  Planet less than 4 billion years old�
  d100 
  Planet less than 2 billion years old (Roll in addition to all previous age factors)�
  d100 
  Planet less than 500 million years old ((Roll in addition to all previous age factors)�
  d100 
  Planet less than 100 million years old (Roll in addition to all previous age factors)�
  d100 
  Subdwarf star�
  d100 
  Paleodwarf star (Roll in addition to subdwarf star.)�
  
   4�
  30�
  4.2  
  COLONIZATION�
  INTERPLANETARY�
  In time, a native intelligent species may master�
  science well enough to become a spacefaring�
  civilization. Objects and passengers are first sent�
  into orbit around the homeworld, then launched�
  out to the other worlds of the star system. With�
  the vast resources and territories of the star�
  system available, increasing numbers of�
  settlements, space stations, and habitats are�
  constructed to meet the demands of an ever-�
  growing, interplanetary population. Rings of�
  artificial satellites and megastructures eventually�
  orbit the star, growing into a circumstellar,�
  spheroidal swarm in the oldest, richest, and most�
  heavily developed systems.�
   Add +1 to total Development roll per century�
  of interplanetary capability.�
  Using the Interplanetary table can also determine�
  the level of development for each orbital body�
  and zone in a system. Roll one die higher if the�
  civilization is Stellar or two dice higher if Galactic.�
  Assume description applies to the zone or planet,�
  any of its moons, and the nearby space around it.�
  PRE-STELLAR�
  Starting from the home system, every star�
  surrounding it will steadily be colonized, with�
  successive waves of colonization reaching�
  outward from these younger settlements. Though�
  travel between star systems often takes decades�
  with sublightspeed technology, a determined�
  species can still completely populate a major�
  galaxy within a few million years. Isolated by the�
  impracticality of interstellar travel, each population�
  will largely develop on its own, adapting to its�
  surroundings and eventually evolving into new�
  species.�
  Moderate Expansion�: 1-2 parsecs/century�
   (Maximum = 25 parsecs/century).�
  STELLAR�
  Should a spacefaring society discover a physics�
  loophole that allows faster than light transport,�
  travel between star systems becomes practical.�
  With the resources of multiple star systems and�
  nebulae within practical reach, monolithic artificial�
  worlds and gargantuan interstellar starships�
  become home for the majority of life. Colonies�
  could spread across an entire galaxy within�
  millenia, with sectors and regions maintaining�
  social, economic, and political ties and rivalries.�
  DEVELOPMENT INDEX�
  None�: No orbiters or landers, but possible�
  flybys of places of interest.�
  Minimal�: Minor robotic presence throughout�
  system, orbiters and landers at places of�
  interest, inhabited stations at very important�
  nearby areas, and flybys of most other areas.�
  Light�: Major robotic presence throughout�
  system and all areas visited. Permanent�
  settlement of very important nearby areas,�
  inhabited stations at very important distant�
  areas.�
  Moderate�: Fully settled, industrialized, and�
  some megaengineering of nearby valuable�
  areas. Stations established at most other�
  valuable areas and there is an ubiquitous�
  robotic presence throughout system.�
  Heavy�: All valuable nearby areas fully settled,�
  industrialized, and optimized through�
  megaengineering as needed. Most other�
  areas colonized and/or exploited. Minor�
  exhaustion of asteroids, comets, moons, and�
  other resources.�
  Extreme�: Most of the system is settled with�
  best areas heavily megaengineered and�
  exploited.  Major exhaustion of asteroids,�
  comets, moons, and other system resources.�
  Ultimate�: Entire system is megaengineered�
  for habitation and/or industrialization. System�
  resources exhausted, including non-ideal�
  worlds. Possible solar engineering.�
  
  4�
  31
  4.2  COLONIZATION�
  SYSTEM DEVELOPMENT INDEX (Roll all dice equal to and less than highest indicated and add�
  together.)�
  DICE* 
   
  INTERPLANETARY 
  PRE-STELLAR 
  STELLAR  
  GALACTIC�
  (1d4-3)  
  Interstellar  
   
   
  Unknown  
   
    --  
   
   
    --�
  d4 
   
   
  Deep Orbit  
   
   
  Wild 
   
   
   
  Unknown  
  Intergalactic�
  d6 
   
   
  Other Worlds  
   
  Frontier 
   
   
  Wild 
   
   
  Unknown�
  d8 
   
   
  Distant resources  
  Middle  
   
   
  Frontier 
   
  Wild�
  d10  
   
  Close resources 
   
  Inner 
   
   
   
  Middle  
   
  Frontier�
  d12  
   
  Main World  
   
   
  Core 
   
   
   
  Inner 
   
   
  Middle�
  d20  
   
    --  
   
   
   
   
    --  
   
   
   
  Core 
   
   
  Inner�
  d100  
    --  
   
   
   
   
    --  
   
   
   
    --  
   
   
  Core�
   *For each die that rolls its highest number, reroll it and add the results together.�
   NOTE: Add one higher die for each of the following factors. If highest die rolled is already d100, roll another�
    
  d100 (or more) and add to total.�
    
   
  Home system  
   
   
   
   
   
   
  Superdwarf�
    
   
  Large system  
   
   
   
   
   
   
  Hyperdwarf (two dice higher)�
    
   
  Circumstellar disk  
   
   
   
   
   
  Frontier covers entire galaxy (two dice higher)�
    
   
  Frontier covers galaxy quadrant�
   NOTE: Roll one die lower for each of the following factors.�
    
   
  Empty system  
   
   
   
   
   
   
  Intergalactic�
    
   
  Subdwarf  
   
   
   
   
   
   
   
  Paleodwarf (two dice lower).�
    
   
  First century of colonization 
   
   
   
  Dawn of spaceflight (two dice lower)�
   NOTE: Use 1d4-3 only if the lowest die indicated is below d4.�
  DEVELOPMENT INDEX RESULTS  
   
   
   
  SPHERES OF COLONIZATION�
  TOTALS  
   
  DEVELOPMENT  
   
   
   
  (Multiply by total expansion distance for outer radius.)�
  0-9 
   
   
   
  None  
   
   
   
   
   
   
  Core 
   
   
   
  x1/10�
  10-19  
   
   
  Minimal 
   
   
   
   
   
   
  Inner 
   
   
   
  x1/5�
  20-49  
   
   
  Light 
   
   
   
   
   
   
   
  Middle  
   
   
  x1/2�
  50-99  
   
   
  Moderate  
   
   
   
   
   
  Frontier 
   
   
  x1�
  100-199  
   
  Heavy  
   
   
   
   
   
   
  Wild 
   
   
   
  x2�
  200-499  
   
  Extreme 
   
   
   
   
   
   
  Unknown  
   
  x5�
  500+  
   
   
  Ultimate�
  Moderate Expansion�: 20-50 parsecs/century�
   (Maximum = 200+ parsecs/century)�
  GALACTIC�
  Any civilization with true galactic reach likely�
  discovered a method of instantaneous travel�
  between points. Massive quantities of material�
  and energy can be transferred to and from any�
  region in short order, so much so that the�
  resources of whole sectors could be rapidly�
  exhausted; aggressive cultures often burn out the�
  galaxy and themselves if they reach this point.�
  Some civilizations may form into a galactic�
  collective, eternally managed by godlike�
  superintelligences, while others fracture into�
  countless domains, enclaves, clans, and�
  individuals scattered throughout the galaxy and�
  beyond.�
  Moderate Expansion�: 100-1000 parsecs/�
  century (Maximum: ???).�
  
   5�
  32�
  _______________�
  “The wilderness should be left as it�
  is, when it is so easy to build�
  paradise in space from so little.”�
  —Iain M. Banks�
  _______________�
  HABITATS�
  Although the vast majority of star systems lack�
  orbital bodies suitable for naturally-evolved,�
  carbon-based lifeforms to inhabit–without genetic�
  engineering, environmental modification through�
  terraforming, or both–almost all possess enough�
  asteroid and comet material to construct dozens�
  (if not hundreds or even thousands) of megascale�
  habitats.�
  Most common of all such space habitats are�
  ringworlds, where centripetal force on the inside�
  of the rotating band produces artificial gravity.�
  Along with high walls on either side, this force is�
  sufficient to retain an atmosphere while also�
  leaving the sky open to space. Whatever�
  environments and landscapes desired can be�
  installed.�
  Material strength is the limiting factor on ringworld�
  size. If constructed of carbon nanotubes,  a�
  radius of up to 1000 kilometers (620 miles) and�
  width of 500 km (310 mi) is possible, providing�
  living area equivalent to a small moon for a�
  fraction of the material. To simulate a standard�
  planetary day/night cycle, they often rotate with�
  the axis perpendicular to the plane of orbit and�
  use mirrors (for inner orbits) or artificial lighting�
  (for middle orbits and beyond) for illumination.�
  Such structures are within the realm of even�
  Interplanetary-level technology.�
  Exotic matter with tensile strength stronger than�
  molecular bonds could allow far larger ringworlds�
  to be built. An ideal size can be calculated to�
  provide comfortable gravity while also rotating�
  once per day, which combined with an axial tilt�
  creates a natural day/night cycle without need for�
  mirrors or artificial illumination. For Earth-�
  standard parameters, this is a radius of about 1.9�
  million km (1.15 million mi), which gives a�
  circumference of 12 million km (7.2 million miles)�
  and around 12-120 times Earth’s surface area�
  depending on width. These usually orbit around a�
  star at a distance optimized for temperature, with�
  seasons dependent on orbital eccentricity.�
  Without demolishing planets, the standard orbital�
  debris of most dwarf star systems can provide�
  enough materials for one or two of these space�
  habitats. However, even if such impossibly strong�
  matter is possible, these megastructures are very�
  rarely built by Interplanetary or Pre-Stellar�
  societies due to economic impracticality.�
  POWER�
  With effectively limitless supply, solar energy is�
  an obvious and easy source of power. To more�
  effectively harvest this resource, satellites are�
  placed in orbit around a star to collect the energy�
  and beam it throughout the system. Statites–�
  satellites using solar sails to remain suspended in�
  place by the star’s radiation pressure–allow an�
  ever-increasing swarm of these collectors to�
  surround the star and capture a greater fraction of�
  its output without complex orbital mechanics,�
  even to the point of dimming its light as seen from�
  interplanetary and interstellar distances.�
  Aside from power collection, these swarms can�
  be designed as a stellar-scale information�
  processor of immense capacity. This type of�
  computing superobject is only practical to Stellar�
  or Galactic civilizations that can circumvent the�
  limitations of light speed. Swarms arranged in an�
  asymmetric bubble can even be used as a stellar�
  engine to produce a very slight thrust to propel a�
  star system over millions of years in a given�
  direction.�
  
  5�
  33
  STARGATES�
  Jumping instantaneously from one point to�
  another is the ultimate form of travel imaginable.�
  If jump-capable starships are the method�
  employed by a starfaring civilization, the entire�
  galaxy (and beyond) can be within reach.�
  If space-based stargates are utilized, consider�
  what kind of placement the requirements and�
  limitations of the technology imply. When jump�
  range is limited or normal space travel is required�
  to build two linkage points before activation, then�
  stargates will be in any conveniently close star�
  system. Should they need to be located far away�
  from strong gravity fields, deep orbits or even�
  empty interstellar space might be necessary.�
  If it proves possible to locate teleportation portals�
  so that one can simply step through it from one�
  world into another, the nature of interstellar travel�
  drastically changes. Such portals will be located�
  in places that the builders (or species they built�
  the portals for) find naturally tolerable, but also�
  defensible, such as a waystation located at the�
  center of a ringworld or on its outer rim.�
  STELLAR ENGINEERING�
  By lifting substantial portions of a star’s matter,�
  useful materials could be harvested. Adjusting�
  mass, rotation, and metallicity can alter the�
  characteristics of the star, which through careful�
  stellar husbandry can moderate its activity and�
  extend main sequence lifespan.�
  
   6�
  34�
  6.1  
   
  TABLES�
  6.1.1 
   
  GALAXY TABLES�
  ROLL d4 FOR GALACTIC NEIGHBORHOOD.�
   
   
  ROLL d20 FOR EACH GALAXY TYPE.�
   
   
   
   
  ROLL d12 FOR EACH GALAXY SUBTYPE (d8: Galaxy Region).�
  1-3  
  Group (1d6-1 galaxies; if result is 0, neighborhood is a 1d10x10 Mpc Void with 1d4-1 galaxies.)�
   
   
  1 
   
  Intergalactic (Roll d8: 1-2 Stream, 3-7 Remnant, 8 Aura)�
   
   
  2-5  
  Irregular Galaxy�
   
   
   
   
  1-4  
  Dwarf Amorphous (Roll d8: 1 Cluster, 2-3 Association, 4-7 Group, 8 Field)�
   
   
   
   
  5-9  
  Dwarf Spiral (Roll d8: 1-2 Nucleus, 3-7 Arm, 8 Halo)�
   
   
   
   
  10-12  Dwarf Elliptical (Roll d8: 1-3 Core, 4-7 Ellipse, 8 Halo)�
   
   
  6-14 
  Spiral Galaxy�
   
   
   
   
  1-2  
  Flat (Roll d8: 1 Nucleus, 2-7 Disk, 8 Halo)�
   
   
   
   
  3-9  
  Barred (Roll d8: 1 Nucleus, 2 Bar, 3 Arm, 4-6 Disk, 7 Halo, 8 Satellite)�
   
   
   
   
  10-12  Classic (Roll d8: 1-3 Bulge, 4 Arm, 5-6 Disk, 7 Halo, 8 Satellite)�
   
   
  15-18 Lenticular Galaxy�
   
   
   
   
  1-2  
  Dwarf (Roll d8: 1 Nucleus, 2-7 Disk, 8 Halo)�
   
   
   
   
  3-9  
  Common (Roll d8: 1-2 Bulge, 3-5 Disk, 6-7 Halo, 8 Satellite)�
   
   
   
   
  10-12 Giant (Roll d8: 1-3 Bulge, 4-5 Disk, 6-7 Halo, 8 Satellite)�
   
   
  19-20 Elliptical Galaxy�
   
   
   
   
  1-4  
  Dwarf (Roll d8: 1-4 Core, 5-7 Ellipse, 8 Halo)�
   
   
   
   
  5-9  
  Common (Roll d8: 1-3 Core, 4-6 Ellipse, 7 Halo, 8 Satellite)�
   
   
   
   
  10-12 Giant (Roll d8: 1-2 Core, 3-5 Ellipse, 6-7 Halo, 8 Satellite)�
  4 
   
  Cluster (2d10* galaxies; for each 1 rolled on d10, a galaxy is Dominant type.)�
   
   
  1-2  
  Intracluster (Roll d8: 1-3 Stream, 4-7 Exile, 8 Aura)�
   
   
  3-5  
  Irregular (Roll d8 Irregular table above for subtype.)�
   
   
  6-7  
  Spiral (Roll d8 Spiral table above for subtype.)�
   
   
  8-17 
  Lenticular (Roll d8 Lenticular table above for subtype.)�
   
   
  18-20 Elliptical (Roll d8 Elliptical table above for subtype.)�
   
   
  **  
  Dominant Elliptical Galaxy�
   
   
   
   
  1-6 Common (Roll d10: 1-2 Core, 3-4 Ellipse, 5-6 Halo, 7-8 Satellite)�
   
   
   
   
  7-8 Giant (Roll d10: 1 Core, 2-3 Ellipse, 4-6 Halo, 7-8 Satellite)�
   
  *If d10 roll is 10, reroll and add results together.�
  ROLL d100 FOR GALAXY PECULIARITIES.�
  Elliptical Lenticular Spiral    
  Irregular  Dwarf  
  Giant  
  Dominant  Cluster 
  Peculiarity�
  01-05     01-05  
  01-05  
  01-05    
  01-05  
  01-05  
  01-02  
  01-05  
  None�
  06-15  
  06-10  
  06-10    
     — 
   
    —  
   
  01-10  
  03-12  
  06-10  
  Active nucleus�
  16-20  
  11-15  
  11-15  
  06-10  
  06-20  
  11-15  
  13-15  
  11-15  
  Compact�
  21-25  
  16-35  
  16-25  
  11-15  
  21-22  
  16-20  
  16-20  
  16-20  
  Dusty�
  26-30  
  36-40  
  26-30  
  16-20  
  23-24  
  21-25  
  21-27  
  21-25  
  Expansive�
  31-35  
  41-50  
  31-40     
    —   
    
    —  
   
  26-30  
  28-30  
  26-35  
  Extended halo�
  36-55  
  51-60  
  41-45     
    —  
   
  25-30  
  31-35  
  31-33  
  36-40  
  Gas poor�
    —   
   
    —  
   
  46-50  
  21-40  
  31-40  
  36-40  
  34-35  
  41-45  
  Gas rich�
  56-60  
  61-65  
  51-55  
  41-50  
  41-50  
  41-50  
  36-42  
  46-70  
  Interacting�
  61-65   
    —  
   
  56-60  
    —  
   
  51-70  
  51-55  
  43-45  
  71-75  
  Metal poor�
  66-75  
  66-75  
  61-65  
  51-55  
  71-74  
  56-65  
  46-55  
  76-80  
  Older�
  76-83  
  76-80  
  66-75  
  56-60   
    —  
   
  66-88  
  56-65  
  81-82  
  Satellites�
  84-85  
  81-82  
  76-80  
  61-80  
  75-80  
  89-90  
  66-70  
  83-88  
  Starburst�
  86-90  
  83-88  
  81-85  
  81-85  
  81-90   
    —  
     
    —  
   
  89-90  
  Sub-size�
  91-95  
  89-94  
  86-90  
  86-90  
  91-92  
  91-95  
  71-95  
  91-94  
  Super-size�
  96-97  
  95-97  
  91-95  
  91-95  
  93-97  
  96-97  
  96-97  
  95-97  
  Younger�
  98-99  
  98-99  
  96-99  
  98-98  
  98-99  
  98-99  
  98-99  
  98-99  
  Roll twice�
   00  
    
   00  
    
   00  
    
   00  
    
   00  
   
    00  
    
   00  
    
   00  
   
  Special�
  
  6�
  35
  6.1.2 
   
  STAR TABLES�
  ROLL d8 FOR STELLAR NEIGHBORHOOD.�
  1 or less 
   
  Young (Neighborhood Age: 1d10**x100 million years)�
  2-7  
   
   
  Mature (Star Age: 1d10 billion years†)�
  8-11 
   
   
  Old (Star Age: Stelliferous Year/d10*)�
  12 or more  
  Ancient (Star Age: Stelliferous Year - [1d10-1] billion years)�
   
  *For every 10 rolled, reroll d10 and add the results together (cumulative)�
   
  **For every 1 rolled, reroll d10 and divide result by another 10 (cumulative).�
   
   
  For every 10 rolled, reroll and add the results together (cumulative).�
   
  †If age of the Stelliferous Era is less than Middle, use Ancient age fomula instead.�
   
  NOTE: Galaxy Region modifies the d8 result.�
   
   
  Halo/Aura +5  
  Core 
   
  +2  
   
  Disk  
   
  +1  
   
  Arm 
   
   
  -2�
   
   
  Satellite 
  +3  
  Bulge  
  +2  
   
  Nucleus 
  -1  
   
  Association  
  -3�
   
   
  Stream  
  +3  
  Ellipse  
  +1  
   
  Bar  
   
  -2  
   
  Cluster  
   
  -5�
  ROLL d10 FOR STELLAR EVOLUTION.�
  Less than -10  
  Paleodwarf�
  -10 to 2  
   
   
  Subdwarf�
  3-9  
   
   
   
  Dwarf�
  10-20  
   
   
  Superdwarf�
  21 or more  
   
  Hyperdwarf�
   
  NOTE: Period of the Stelliferous Era determines stellar evolution.�
   
   
  Ancient  
  -10  
  Middle  
  +0  
   
  End 
   
  +5�
   
   
  Early 
   
  -5  
  Late 
   
  +2�
   
  NOTE: Apply all relevant factors to modify stellar evolution.�
   
   
  Dominant galaxy 
  +2  
  Dusty galaxy 
     +1 
  Disk 
   
   
     
  -1  
  Void 
   
  -5�
   
   
  Starburst galaxy 
  +2  
  Bar  
   
   
     +1 
  Ellipse  
   
     
  -2  
  Halo 
   
  -5�
   
   
  Nucleus 
   
   
  +2  
  Core 
   
   
     +1 
  Satellite galaxy   
  -5  
  Aura 
   
  -10�
   
   
  Giant galaxy 
   
  +1  
  Sub-size galaxy   -1 
  Metal-poor galaxy -5  
  Stream  
  -5�
   
   
  Super-size galaxy +1  
  Younger galaxy   -2 
  Diffuse galaxy  
  -1�
   
   
  Arm 
   
   
   
  +1  
  Dwarf galaxy     -2 
  Intergalactic region -10�
  ROLL d20 FOR STAR TYPE (Roll d8: solar mass).  
  ROLL d6 FOR SYSTEM TYPE.�
  1 or less 
   
  White star (If neighborhood under 2 billion years, roll d20 again for subtype.)�
   
   
   
   
  1 
   
  Blue star (1d8*+3)  
   
   
   
  1 Planet, 2-6 Multi-star�
   
   
   
   
  2-20 
  White star (2 solar mass)  
   
  1-2 Planet, 3-6 Multi-star�
  2-3  
   
   
  Yellow star (1 solar mass)  
   
   
   
  1-3 Planet, 4-6 Multi-star�
  4-8  
   
   
  Orange star (½ solar mass) 
   
   
   
  1-4 Planet, 5-6 Multi-star�
  9-19 
   
   
  Red star (1/[1d8*+3])  
   
   
   
   
  1-5 Planet, 6 Multi-star�
  20 or m ore  
  Non-main sequence (Roll progenitor star type with the following table and die.)�
   
   
   
   
   
  Under 2 billion years old: Blue star only.�
   
   
   
   
   
  2-4.9 billion years old: Roll White star subtype with d4.�
   
   
   
   
   
  5-9.9 billion years old: Roll White star subtype with d8.�
   
   
   
   
   
  10-199 billion years old: Roll Star Type with d8.�
   
   
   
   
   
  Over 200 billion years old: Roll Star Type with d20.�
   
  *If d8 roll is 8, reroll d8 and add results together (open-ended).�
   
  NOTE: Stellar Neighborhood age can modify the d20 roll result.�
   
   
  Under 10 million years old -2  
  50-99 billion years old  
  +6  
   
  20-49 trillion years old  
  +18�
   
   
  10-999 million years old 
  -1  
  100-199 billion years old 
  +8  
   
  50-100 trillion years old 
  +19�
   
   
  1 billion years old  
   
  +0  
  200-499 billion years old 
  +10  
   
  Over 100 trillion years old +20�
   
   
  2-4 billion years old 
   
  +1  
  500-999 billion years old 
  +12�
   
   
  5-9 billion years old 
   
  +2  
  1 trillion years old  
   
  +14�
   
   
  10-14 billion years  
   
  +3  
  2-4 trillion years old 
   
  +15�
   
   
  15-19 billion years old  
  +4  
  5-9 trillion years old 
   
  +16�
   
   
  20-49 billion years old  
  +5  
  10-19 trillion years old  
  +17�
  
   6�
  36�
  6.1.2 
   
  STAR TABLES (continued)�
  ROLL d8 FOR STAR SIZE (except Blue and Red Stars)�
  1 
   
   
   
  Bright (+20% mass)�
  2-4  
   
   
  Standard�
  5-8  
   
   
  Dim (-20% mass)�
  ROLL d12† FOR PLANET SYSTEM TYPE.�
  Less than -2 
  Empty system (no major bodies)�
  1 to -2  
   
  Circumstellar disk (1d4* major bodies; if roll is 1, reroll d4.)�
   
   
   
   
  1 
   
  No major bodies�
   
   
   
   
  2-4  
  One major body�
  2-4  
   
   
  Small system (1d4+2 major bodies)�
  5-11 
   
   
  Standard system (1d4*+5 major bodies)�
  12 or more  
  Large system  ([1d4*+1] x [1d4*+1] major bodies)�
   
  †Stellar evolution and Type can modify d12 Planet System Type result.�
   
   
  Paleodwarf  
  -10  
   
  Superdwarf  
  +5  
   
  Blue star 
  -<solar mass>�
   
   
  Subdwarf   
  -5  
   
  Hyperdwarf  
  +10�
   
  *If d4 roll is 4, reroll d4 and add results together (open-ended).�
   
  NOTE: If system star is Non-main sequence, assume system type is Circumstellar disk.�
  ROLL d4† FOR MULTI-STAR SYSTEM.�
  0 
   
   
   
  1d4 stellar companions (First companion orbit: 1d10**x20 AU) and roll d4 again�
   
   
   
   
  for another stellar companion.�
  1-3  
   
   
  One stellar companion (Orbit: 1d10**x20 AU)�
  4 
   
   
   
  One stellar companion (Orbit: 1d10**x20 AU) and roll d4 again for another stellar companion.�
   
  †Blue stars modify first d4 Multi-Star System roll by -1.�
   
  **For every 1 rolled, reroll d10 and divide result by another 10 (cumulative).�
   
   
  For every 10 rolled, reroll and multiply result by another 10 (cumulative).�
   
  NOTE: For odd-numbered companions, multiply orbit result by [previous pair orbit x 10].�
  ROLL d12 FOR COMPANION TYPE.�
  1 
   
   
   
  Same Star Type and Size�
  2-4  
   
   
  -1 Star Size�
  5-9  
   
   
  -2 Star Size�
  10-11  
   
  One lesser Star Type (Roll d8 for Star Type.)�
  12  
   
   
  Random Star Type (Roll d20 above for Star Type. Any result above primary is same type and size.)�
  ROLL d10† FOR EACH COMPANION ECCENTRICITY.�
  1 
   
   
   
  Slight (e = 1/[2d10*+20])�
  2-4  
   
   
  Minor (e = 1/[d10+10])�
  5-7  
   
   
  Moderate (e = 2/[d10+10])�
  8-9  
   
   
  Major (e = 5/[d10+10])�
  10 or more  
  Extreme (e = 10/[d10+10])�
   
  †Modify d10 Companion Eccentricity roll by +1 per companion above binary (cumulative).�
  ROLL d10† FOR MULTI-STAR MAJOR BODIES�
  Circumbinary bodies: [1d10*/Total stars]/[Total forbidden orbits x Total forbidden orbits]�
  Circumstellar bodies: [1d10*/(Total stars x 2)]/[Total forbidden orbits x Total forbidden orbits]�
   
  †Star type and stellar evolution can modify d10 Multi-Star Major Bodies result.�
   
   
  Paleodwarf  
  -10  
  Red star 
   
  -2  
  White star  
  +1  
  Hyperdwarf  
  +5�
   
   
  Subdwarf  
   -5  
  Orange star 
  -1  
  Superdwarf  
  +2  
  Blue star 
   
  -<solar mass>�
   
  *For every 10 rolled, reroll d10 and add the results together (cumulative).�
   
  NOTE: If Multi-Star Major Body total is less than 1 or for bodies around any Non-main sequence star, consider�
   
   
  the result a Debris disk (or empty if stellar orbits are too close, chaotic, etc.).�
  
  6�
  37
  6.1.2 
   
  STAR TABLES (continued)�
  ROLL D100 FOR STAR PECULIARITIES.�
  Subdwarf New 
   
  Red 
   
  Main 
   
  Blue 
   
  Giant  
  Multi 
   
  Remnant Peculiarity�
  01-02  
    01  
   
  01-03  
  01-02  
    01  
   
    01  
    
    01  
   
    01  
   
  None�
  03-07  
  02-04  
  04-14  
  03-07  
  02-02  
  02-04  
  02-06  
  01-09  
  Age difference�
  08-29  
  05-09  
  15-19  
  08-09  
  03-04  
  05-14  
  07-10  
  10-19  
  Carbon rich�
  30-34  
  10-12  
  20-24  
  10-14  
  05-19  
  15-29  
  11-15  
  20-34  
  Cataclysm�
  35-39  
  13-24  
  25-34  
  15-19  
  20-24  
  30-39  
  16-39  
  35-44  
  Chaotic orbits�
  40-44  
  25-34  
  35-39  
  20-29  
  25-29  
  40-44  
  40-49  
  45-49  
  Debris density�
  45-49  
  35-44  
  40-43  
  30-34  
  30-39  
  45-49  
  50-59  
  50-59  
  Excessive radiation�
  50-52  
  45-54  
  44-47  
  35-39  
  40-59  
  50-59  
  60-64  
  60-69  
  Nebula�
  53-69  
  55-64  
  48-49  
  40-44  
  60-69  
  60-64  
  65-69  
    70  
   
  Powerful stellar wind�
  70-86  
  65-71  
  50-54  
  45-64  
  70-74  
  65-69  
  70-74  
  71-79  
  Rotation anomaly�
  87-89   
  72-76  
  55-64  
  65-74  
  75-79  
  70-74  
  75-84  
  80-92  
  Strong magnetic field�
  90-95   
  77-79  
  65-69  
  75-89  
  80-84  
  75-79  
  85-89  
    93  
   
  Unusual metallicity�
  95-97   
  80-96  
  70-98  
  90-97  
  85-96  
  80-96  
  90-97  
  94-96  
  Variable star�
  98-99   
  97-98  
    99  
   
  98-99  
  97-98  
    97  
   
  97-99  
    97  
   
  Roll twice�
    00   
   
  99-00  
    00  
   
    00  
   
  99-00  
  98-00  
    00  
   
  98-00  
  Special�
  MAIN SEQUENCE LUMINOSITY (solar) AND LIFETIME (years) OF DWARF STARS�
  STAR TYPE (mass) 
   
  LUMINOSITY MAIN SEQUENCE  
  POST-MAIN SEQUENCE  
  REMNANT�
  Red dwarf- (1/16)  
   
  1/10000 
   
  50 trillion 
   
   
   
  Blue dwarf  
   
   
   
   
  White dwarf�
  Red dwarf- (1/12)  
   
  1/5000  
   
  20 trillion 
   
   
   
  Blue dwarf  
   
   
   
   
  White dwarf�
  Red dwarf- (1/10)  
   
  1/2000  
   
  15 trillion 
   
   
   
  Blue dwarf  
   
   
   
   
  White dwarf�
  Red dwarf (1/8) 
   
   
  1/1000  
   
  10 trillion 
   
   
   
  Blue dwarf  
   
   
   
   
  White dwarf�
  Red dwarf (1/7) 
   
   
  1/750  
   
  7 trillion 
   
   
   
  Red subgiant  
   
   
   
  White dwarf�
  Red dwarf (1/6) 
   
   
  1/500  
   
  5 trillion 
   
   
   
  Red subgiant  
   
   
   
  White dwarf�
  Red dwarf+ (1/5) 
   
   
  1/200  
   
  3 trillion 
   
   
   
  Red subgiant  
   
   
   
  White dwarf�
  Red dwarf+ (1/4) 
   
   
  1/100  
   
  2 trillion 
   
   
   
  Red subgiant  
   
   
   
  White dwarf�
  Orange dwarf (dim) 
   
  1/50 
   
   
  100 billion  
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Orange dwarf (standard) 
  1/10 
   
   
  50 billion 
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Orange dwarf (bright)  
  1/5  
   
   
  20 billion 
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Yellow dwarf (dim)  
   
  1/2  
   
   
  15 billion 
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Yellow dwarf (standard) 
  1 
   
   
   
  10 billion 
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Yellow dwarf (bright) 
   
  2 
   
   
   
  5 billion  
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  White star (dim) 
   
   
  5 
   
   
   
  4 billion  
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  White star (standard)  
  10  
   
   
  3 billion  
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  White star (bright)  
   
  50  
   
   
  2 billion  
   
   
   
  Red giant  
   
   
   
   
  White dwarf�
  Blue star (4) 
   
   
   
  100  
   
   
  1 billion  
   
   
   
  Bright red giant  
   
   
   
  White dwarf�
  Blue star (5) 
   
   
   
  200  
   
   
  700 million  
   
   
  Bright red giant  
   
   
   
  White dwarf�
  Blue star (6) 
   
   
   
  500  
   
   
  500 million  
   
   
  Bright red giant  
   
   
   
  White dwarf�
  Blue star (7) 
   
   
   
  750  
   
   
  200 million  
   
   
  Bright red giant  
   
   
   
  White dwarf�
  Blue star (8) 
   
   
   
  1000 
   
   
  100 million  
   
   
  Bright blue giant 
   
   
   
  Neutron star�
  Blue star (12)  
   
   
  500 0 
   
   
  50 million  
   
   
  Bright blue giant 
   
   
   
  Neutron star�
  Blue star (16)  
   
   
  10,000  
   
  20 million  
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (20)  
   
   
  20,000  
   
  15 million  
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (24)  
   
   
  50,000  
   
  10 million  
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (32)  
   
   
  100,000 
   
  5 million 
   
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (48)  
   
   
  200,000 
   
  2 million 
   
   
   
  Red supergiant  
   
   
   
  Neutron star�
  Blue star (64)  
   
   
  500,000 
   
  1 million 
   
   
   
  Blue supergiant 
   
   
   
  Neutron star�
  Blue star (128)  
   
   
  1,000,000  
  ???  
   
   
   
   
  Blue supergiant 
   
   
   
  Neutron star�
  Blue star (256)  
   
   
  5,000,000  
  ???  
   
   
   
   
  Red hypergiant  
   
   
   
  Black hole�
   
  NOTE: Metallicity affects main sequence lifespan.�
   
   
   
  Paleodwarf (Population III)  
  -50% 
   
  Superdwarf (Late Population I)  
  +20%�
   
   
   
  Subdwarf (Population II) 
   
  -20% 
   
  Hyperdwarf (Population 0)  
   
  -20%�
  
   6�
  38�
  6.1.3 
   
  PLANET TABLES�
  ROLL d10 FOR SYSTEM ARCHITECTURE (roll once per star).�
  1-4  
   
   
  Compact system: First body = [1/(d10 x d10)] x [Star Mass] AU�
  5-7  
   
   
  Standard system: First body = [1d10/20] x [Star Mass] AU�
  8-9  
   
   
  Scattered system: First body = [1d10/5] x [Star Mass] AU�
  10  
   
   
  Eccentric system (Roll d10-1 System Architecture, then roll d10 for eccenticity of each body.)�
   
   
   
   
  1-4  
   
  Minor (e = 1/[d10+10])�
   
   
   
   
  5-7  
   
  Moderate (e = 2/[d10+10])�
   
   
   
   
  8-9  
   
  Major (e = 5/[d10+10])�
   
   
   
   
  10   
   
  Extreme (e = 10/[d10+10])�
   
  NOTE: For multi-star systems, assume for circumstellar planets it is an Eccentric System and reroll System�
   
   
  Architecture as d10-1 (Deep), d10-3 (Outer), d10-5 (Middle), or assume Compact System Architecture if�
   
   
  stars are closer than Middle Zone. For circumbinary, assume Scattered System Architecture and multiply�
   
   
  the First body result by [Apoapsis x 5].�
  ROLL d10† FOR SYSTEM CARBON/OXYGEN RATIO (roll once per star).�
  -5 or less  
  Carbon-rich�
  -4 to 9  
   
  Oxygen-rich�
  10 or more  
  Carbon-rich�
   
  †Stellar evolution can modify Carbon/Oxygen ratio.�
   
   
  Paleodwarf  
   
   
  -10  
   
  Superdwarf  
   
   
  +2  
   
  White dwarf 
   
   
  +5�
   
   
  Subdwarf   
   
   
  -5  
   
  Hyperdwarf  
   
   
  +5  
   
  Neutron star 
   
   
  +10�
  ROLL d4 AND d6 FOR NEXT PLANET ORBIT.�
  Next planet = Previous planet orbit distance x [1 + ({1d6+1d4}/10)]�
   
  NOTE: Add all applicable modifiers to the numerator result.�
   
   
  Body is 100 Me 
   
  +1  
   
  Moderate eccentricity +2  
   
  Compact system 
  -1�
   
   
  Body is 1000 Me 
   
  +2  
   
  Major eccentricity  
  +3�
   
   
  Body is 10000 Me  
  +3  
   
  Extreme eccentricity 
  +4�
   
   
  Minor eccentricity  
  +1  
   
  Scattered system  
  +1�
  ROLL d10 FOR VOLATILE DENSITY.�
  2 or less 
   
  Trace (tenuous)�
  3-5  
   
   
  Very Poor (very thin)�
  6-7  
   
   
  Poor (thin)�
  8-9  
   
   
  Moderate (moderate)�
  10-12  
   
  Rich (thick)�
  13-14  
   
  Very Rich (very thick)�
  15 or more  
  Abundant (crushing)�
   
   
  NOTE: Modify d10 roll with all applicable modifiers.�
   
   
   
  No magnetic field -5  
   
  Metal rich system  
  +1�
   
   
   
  Moon  
   
   
  -2  
   
  Metal poor system  
  -1�
   
   
   
  Close orbit  
   
  -2  
   
  Young system  
   
  +1�
   
   
   
  Inner orbit  
   
  -1  
   
  Old system  
   
   
  -1�
   
   
   
  Dwarf planet 
   
  -1  
   
  Ancient system  
   
  -2�
   
   
   
  1-2 Me  
   
   
  +1  
   
  Blue star 
   
   
  -<star mass>�
   
   
   
  3-5 Me  
   
   
  +2  
   
  Giant star  
   
   
  -3�
   
   
   
  6-9 Me  
   
   
  +3  
   
  Supergiant star  
   
  -4�
   
   
   
  10-19 Me  
   
  +4  
   
  Hypergiant star  
   
  -5�
   
   
   
  20+ Me  
   
   
  +5  
   
  Ice body 
   
   
   
  +2�
  
  6�
  39
  6.1.3 
   
  PLANET TABLES�
  ROLL d12 FOR MAJOR BODY TYPE.�
  INNER  
  MIDDLE 
  OUTER 
   
  TYPE (Roll d20† for major body subtype and roll d8 for mass)�
  1-3  
   
  1 
   
   
  1 
   
   
   
  Metal body�
   
   
   
   
   
   
   
   
   
   
  1-6  
   
  Dust belt�
   
   
   
   
   
   
   
   
   
   
  7-8  
   
  Meteoroid belt�
   
   
   
   
   
   
   
   
   
   
  9-16 
   
  Metal dwarf: Me = [1d8*]/200�
   
   
   
   
   
   
   
   
   
   
  17-18  
  Metal planet: Me = [1d8]/20�
   
   
   
   
   
   
   
   
   
   
  19  
   
  Solid metal dwarf: Me = [1d8]/200�
   
   
   
   
   
   
   
   
   
   
  20  
   
  Rare metal body (Roll d20 for rare body type.)�
   
   
   
   
   
   
   
   
   
   
   
   
   
  1-10 
   
  Ore belt�
   
   
   
   
   
   
   
   
   
   
   
   
   
  11-17  
  Metal giant: Me = [1d8*]/2�
   
   
   
   
   
   
   
   
   
   
   
   
   
  18-19  
  Solid metal planet: Me = [1d8]/20�
   
   
   
   
   
   
   
   
   
   
   
   
   
  20  
   
  Special�
  4-9  
   
  2-3  
   
  2-3  
   
   
  Rock body�
   
   
   
   
   
   
   
   
   
   
  1-2  
   
  Debris disk�
   
   
   
   
   
   
   
   
   
   
  3-6  
   
  Asteroid belt�
   
   
   
   
   
   
   
   
   
   
  7-10 
   
  Rock dwarf: Me = [1d8*]/100�
   
   
   
   
   
   
   
   
   
   
  11-15  
  Rock planet: Me = [1d8*]/10�
   
   
   
   
   
   
   
   
   
   
  16-19  
  Rock giant: Me = 1d8+1�
   
   
   
   
   
   
   
   
   
   
  20  
   
  Rare rock body (Roll d20 for rare body type.)�
   
   
   
   
   
   
   
   
   
   
   
   
   
  1-10 
   
  Ash belt�
   
   
   
   
   
   
   
   
   
   
   
   
   
  11-17  
  Coreless rock planet: Me = [1d8]/10�
   
   
   
   
   
   
   
   
   
   
   
   
   
  18-19  
  Rock supergiant: Me = [1d8+2]�
  2�
   
   
   
   
   
   
   
   
   
   
   
   
   
  20  
   
  Special�
  10-11  
  4-6  
   
  4-10 
   
   
  Ice body�
   
   
   
   
   
   
   
   
   
   
  1 
   
   
  Frost belt�
   
   
   
   
   
   
   
   
   
   
  2-3  
   
  Comet belt�
   
   
   
   
   
   
   
   
   
   
  4-5  
   
  Coreless ice dwarf: Me = [1d8]/200�
   
   
   
   
   
   
   
   
   
   
  6-8  
   
  Ice dwarf: Me = [1d8*]/200�
   
   
   
   
   
   
   
   
   
   
  9-13 
   
  Ice planet: Me = 1d8*/10�
   
   
   
   
   
   
   
   
   
   
  14-19  
  Ice giant: Me = 2d8*�
   
   
   
   
   
   
   
   
   
   
  20  
   
  Rare ice body (Roll d20 for rare body type.)�
   
   
   
   
   
   
   
   
   
   
   
   
   
  1-4  
   
  Comet cloud�
   
   
   
   
   
   
   
   
   
   
   
   
   
  5-14 
   
  Coreless ice planet: Me =1d8/10�
   
   
   
   
   
   
   
   
   
   
   
   
   
  15-19  
  Ice supergiant: Me = [1d8*+2]�
  2�
   
   
   
   
   
   
   
   
   
   
   
   
   
  20  
   
  Special�
  12†  
   
  7-12 
   
  11-12  
   
  Gas body�
   
   
   
   
   
   
   
   
   
   
  1-7  
   
  Gas planet: Me = 2d8�
   
   
   
   
   
   
   
   
   
   
  8-17 
   
  Gas giant: Me = 2 x [(1d8+1)�
  2�]�
   
   
   
   
   
   
   
   
   
   
  18-19  
  Gas supergiant: Me = 2 x [(1d8+2)�
  3�]�
   
   
   
   
   
   
   
   
   
   
  20  
   
  Rare gas body (Roll d20 for rare body type.)�
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 
   
   
  Gas cloud�
   
   
   
   
   
   
   
   
   
   
   
   
   
  2-5  
   
  Gas belt�
   
   
   
   
   
   
   
   
   
   
   
   
   
  6-15 
   
  Gas hypergiant: Me = 1d8*x500�
   
   
   
   
   
   
   
   
   
   
   
   
   
  16-19  
  Substar: Me = 1d8*x2000�
   
   
   
   
   
   
   
   
   
   
   
   
   
  20  
   
  Special�
   
  †Star Class can affect Major Body Type d20 roll. If natural 20 is rolled, ignore these modifiers.�
   
   
  Orange star -1  
   
   
   
   
  White star +1  
   
   
   
  Blue star  -<mass>�
   
   
  Red star -2 (supergiant = giant; hypergiant = supergiant)�
   
   
  Brown star -5 (supergiant/hypergiant/substar = giant)�
   
  NOTE: For carbon-rich systems, all bodies that are not beyond Middle orbit use the Inner Major Body�
   
   
  Type table; the Middle Major Body Type table is not used.�
  
   6�
  40�
  6.1.3 
   
  PLANET TABLES (continued)�
  ROLL d100 FOR VOLATILE COMPOSITION.�
  METAL 
  ROCK  
  ICE  
   
  CARBON VOLATILES (Roll d10 for significant additional volatiles.)�
  01-04  
  01-09  
    01  
   
  01-10  
  Negligible�
  05-14  
  10-14  
  02-05  
    11  
   
  Carbon dioxide with oxygen (1-2 Sulfur Dioxide, 3-9 None, 10 Other)�
  15-39  
  15-44  
  06-09  
    12  
   
  Carbon dioxide dominant (1-4 Sulfur dioxide, 5-9 None, 10 Other)�
  40-59  
  45-54  
  10-14  
  13-15  
  Carbon dioxide with nitrogen (1-7 None, 8-9 Methane, 10 Other)�
  60-62  
  55-59  
  15-19  
    16  
   
  Carbon dioxide with water & nitrogen�
   
   
   
   
   
   
   
   
   
   
   
   
  (1-5 None, 6-7 Methane, 8-9 Ammonia, 10 Methane and ammonia)�
    63  
   
  60-64  
  20-29  
    17  
   
  Water with oxygen (1-6 None, 7-9 Nitrogen, 10 Other)�
    64  
   
  65-69  
  30-39  
    18�
  Water with carbon dioxide & nitrogen (1-7 None, 8-9 Methane, 10 Other)�
  65-69  
  70-74  
  40-49  
    19  
   
  Nitrogen with water (1-6 None, 7-9 Ammonia, 10 Other)�
  70-89  
  75-84  
  50-64  
  20-39  
  Nitrogen dominant (1-4 None, 5-8 Water, 9-10 Water & ammonia)�
  90-92  
  85-87  
  65-72  
  40-59  
  Nitrogen with carbon monoxide (1-6 None, 7-9 Methane, 10 Other)�
  93-94  
  88-89  
  73-80  
  60-79  
  Carbon monoxide dominant (1-7 None, 8-9 Methane, 10 Other)�
    95  
   
    90  
   
  81-85  
  80-84  
  Neon dominant (1 None, 2-9 Hydrogen/Helium, 10 Other)�
  96-99  
  91-94  
  86-89  
  85-94  
  Helium dominant (1 None, 2-9 Hydrogen, 10 Other)�
   99+ 
   
   95+ 
   
   90+ 
   
   95+ 
   
  Hydrogen/helium dominant (1-9 None, 10 Other)�
    00  
   
    00  
   
    00  
   
    00  
   
  Special atmosphere (natural 00 only)�
   
  NOTE: If mass is above 1 Me, add [mass x 5] to d100 roll. If mass is below 1 Me, subtract [inverse mass].�
  ROLL d100 FOR PLANET FEATURES.�
  DWARF 
  PLANET 
  GIANT  
  SUPER+ 
   
  FEATURE�
  01-09  
  01-04  
  01-02  
    01  
   
   
  Volatile poor�
  10-14  
  05-14  
  03-29  
  02-17  
   
  Volatile rich�
  15-24  
  15-19  
  30-32  
  18-19  
   
  Slow rotation�
  25-29  
  20-24  
  33-37  
  20-29  
   
  Fast rotation�
  30-39  
  25-29  
  38-40  
  30-34  
   
  Minimal axial tilt�
  40-44  
  30-34  
  41-49  
  35-39  
   
  Extreme axial tilt�
  45-49  
  35-39  
  50-53  
  40-44  
   
  Smaller core�
  50-54  
  40-42  
  54-55  
  45-46  
   
  Larger core�
  55-59  
  43-44  
  56-59  
  47-54  
   
  Geologically dead�
  60-67  
  45-49  
  60-69  
  55-59  
   
  Geologically extinct�
  68-69  
  50-64  
  70-74  
    60  
   
   
  Geologically active�
  70-74  
  65-76  
  75-79  
  61-79  
   
  Magnetic field�
  75-79  
  77-81  
  80-84  
  80-84  
   
  Less dense�
  80-84  
  82-86  
  85-87  
  85-86  
   
  More dense�
  85-89  
  87-89  
  88-96  
  87-97  
   
  Generally flat terrain�
  90-98  
  90-98  
  97-98  
    98  
   
   
  Highly varied terrain�
    99  
   
    99  
   
    99  
   
    99  
   
   
  Roll twice�
    00  
   
    00  
   
    00  
   
    00  
   
   
  Special feature�
  ROLL d100 FOR NATURAL SATELLITES.�
  01-24  
   
  None�
  25-39  
   
  Irregular moon (1d10* tiny moons)�
  40-69  
   
  Minor moon (1d10*/2 dwarf moons)�
  70-84  
   
  Major moon (1d10*/5 moons)�
  85-89  
   
  Giant moon�
  90+  
   
   
  Ring system (with 1d10*x1d10 moonlets)�
  99  
   
   
  Roll twice�
  00  
   
   
  Special satellite�
   
  NOTE: Dwarfs roll once, planets roll twice, giants roll three times, supergiants roll four times, hypergiants roll�
   
   
  five times, and substars roll six times.�
   
  NOTE: Modify each roll according to orbit zone. Close =  -50 (d100)/-5 (d10); Inner -20 (d100)/-2 (d10);�
   
   
  Middle +50 (d100)/+5 (d10); Outer +20 (d100)/+2 (d10); Deep +0 (d100)/+0 (d10).�
  
  6�
  41
  6.1.3 
   
  PLANET TABLES (continued)�
  ROLL d100 FOR ROTATION PERIOD.�
  01-04  
   
  Tidal locked (day = orbital period)�
  05-19  
   
  Resonant (orbital period x 1d10*/3)�
  20-29  
   
  Very long (10000/1d6* hours)�
  30-39  
   
  Long (1d10*+5 x 1d10*+5 hours)�
  40-69  
   
  Medium (1d10*+20 hours)�
  70-99  
   
  Short (1d10+10 hours)�
  99  
   
   
  Very short (1d10+2 hours)�
  00  
   
   
  Special rotation period�
   
  NOTE: Orbit zone and planet mass affects d100 Rotation roll.�
   
   
  Close orbit  
   
  -100 
   
   
  Inner orbit  
  -50  
   
   
   
  Above 50 Me  
  +50�
   
   
  Below ½ Me 
   
  +10  
   
   
  10-49 Me  
  +20�
  ROLL d100 FOR AXIAL TILT.�
  Close orbit: 1d100*/4 degrees�
  Inner/Middle orbit: 1d100*/3�
  Outer/Deep orbit: 1d100*/2�
   
  *On a roll of 100, roll again and add the results together before dividing.�
  ROUGH PLANET MEAN RADIUS CALCULATION (Earth radii)�
  Metal body: [Planet mass]�
  0.35�
  Rock body: [Planet mass]�
  0.3�
  Ice planet: Square root of planet mass�
  Gas planet: 22.6 x [(mass)�
  -0.0886�] Re�
  GRAVITY CALCULATION�
  Mass / [Radius]�
  2�= Gravity (g)�
  PLANET ORBIT PERIOD CALCULATION�
  Square Root of [(Orbit Radius AU)�
  3�] = Years�
  TEMPERATURE MAXIMUM ORBITAL RADIUS FROM STAR (AU)�
  ZONE  
   
   
  Red- 
  Red 
  Red+  Orange Yellow White White+  
  Blue (4) 
  Blue (8) 
  Blue (16)�
  CLOSE ORBITS 0.01 
  0.02 
  0.05 
  0.1  
  0.2  
  0.5  
   1  
   
  2 
   
   
  5 
   
   
  10�
  Ultra Hot 
   
   
  0.0005 0.001 0.002 0.005 0.01 
  0.02 
   0.05 
   
  0.1  
   
  0.2  
   
  0.5�
  Super Hot  
   
  0.001 0.002 0.005 0.01 
  0.02 
  0.05 
   0.1  
   
  0.2   
   
  0.5       
  1�
  Very Hot 
   
   
  0.002 0.005 0.01 
  0.02 
  0.05 
  0.1  
   0.2  
   
  0.5    
   
  2 
        
  5�
  Hot  
   
   
   
  0.01 
  0.02 
  0.05 
  0.1  
  0.2  
  0.5  
   1  
   
  2 
   
   
  5 
        
  10�
  INNER ORBITS 
  0.1  
  0.2  
  0.5  
  1 
   
  2 
   
  5 
   
   10  
   
  20  
   
  50  
   
  100�
  Moderate/Hot  
  0.02 
  0.05 
  0.1  
  0.2  
  0.5  
  1 
   
   2  
   
  5 
   
   
  10         
  20�
  Moderate  
   
  0.05 
  0.1  
  0.2  
  0.5  
  1 
   
  2 
   
   5  
   
  10    
   
  20       
  50�
  Moderate/Cold  
  0.1  
  0.2  
  0.5  
  1 
   
  2 
   
  5 
   
   10  
   
  20    
   
  50       
  100�
  MIDDLE ORBIT 
  0.5  
  1 
   
  2 
   
  5 
   
  10  
  20  
   50  
   
  100  
   
  200  
   
  500�
  Cold 
   
   
   
  0.5  
  1 
   
  2 
   
  5 
   
  10  
  20  
   50  
   
  100    
   
  200       
  500�
  OUTER ORBITS 2 
   
  5 
   
  10  
  20  
  50  
  100  
   200 
   
  500  
   
  1000 
   
  2000�
  Very Cold  
   
  1 
   
  2 
   
  5 
   
  10  
  20  
  50  
   100 
   
  200    
   
  500       
  1000�
  Super Cold  
   
  1.5  
  3 
   
  7.5  
  15  
  30  
  75  
   150 
   
  300  
   
  750       
  1500�
  DEEP ORBITS  
  2+  
  5+  
  10+  
  20+  
  50+  
  100+ 
   200+  
  500+ 
   
  1000+  
  2000+�
  Ultra Cold  
   
  5 
   
  10  
  20  
  50  
  100  
  200  
   500 
   
  1000 
     
  2000 
       5000�
  Frozen  
   
   
  20  
  50  
  100  
  200  
  500  
  1000 
   2000  
  5000 
     
  10,000     20,000�
  Super Frozen  
  200  
  500  
  1000 
  2000 
  5000 
  10,000  20,000  
  50,000    
  100,000    200,000�
  Cryogenic  
   
  200+ 
  500+ 
  1000+ 2000+ 5000+ 10,000+ 20,000+ 50,000+ 
  100,000+ 200,000+�
   
  NOTE: Red- stars are below 1/8 Ms; red+ stars are 1/5 or ¼ Ms; white+ stars are bright white stars.�
  
   6�
  42�
  6.1.4 
   
  LIFE TABLES�
  BASIC LIFE (Roll all applicable dice. If all results are 1, then basic life is native to the world.)�
  d4  
  Baseline chance�
  d6  
  Not moderate zone�
  d8  
  Not main sequence star�
  d10  
  Planet less than 500 million years old�
  d12  
  No oxygen/carbon dioxide/methane in atmosphere�
  d20  
  No liquid water�
  d100 
  Insignificant amounts of water (Roll in addition to no liquid water)�
  d100 
  No magnetosphere�
  d100 
  Insignificant atmosphere�
  d100 
  Carbon system�
  d100 
  Planet less than 100 million years old (Roll in addition to all previous age factors)�
  d100 
  Gas planet�
  d100 
  Subdwarf star�
  d100 
  Paleodwarf star (Roll in addition to subdwarf star)�
  COMPLEX LIFE (If basic life is native to a world, roll all applicable dice. If all results are 1, then complex life�
  is native.)�
  d10  
  Baseline chance�
  d4  
  Not moderate zone�
  d6  
  No magnetic field�
  d8  
  Not yellow/orange/red main sequence star�
  d12  
  No oxygen/carbon dioxide/methane in atmosphere�
  d20  
  No liquid water�
  d100 
  Insignificant amounts of water (Roll in addition to no liquid water)�
  d100 
  Insignificant atmosphere�
  d100 
  Variable/flare star�
  d100 
  Carbon system�
  d100 
  Gas planet�
  d100 
  Planet less than 2 billion years old�
  d100 
  Planet less than 500 million years old (Roll in addition to all previous age factors)�
  d100 
  Planet less than 100 million years old (Roll in addition to all previous age factors)�
  d100 
  Subdwarf star�
  d100 
  Paleodwarf star (Roll in addition to subdwarf star)�
  d100 
  Adjacent to belt�
  d100 
  High debris density�
  INTELLIGENT LIFE ((If complex life is native to a world, roll all applicable dice. If all results are 1, then�
  intelligent life is native.)�
  d100 
  Baseline chance 
   
   
   
   
   
   
   
   
   
   
   
   
   
  d100 
  Not moderate zone�
  d100 
  No magnetic field  
   
   
   
   
   
   
   
   
   
   
   
   
  d100 
  No liquid water�
  d100 
  Not yellow main sequence star  
   
   
   
   
   
   
   
   
   
  d100 
  Carbon system�
  d100 
  No oxygen/carbon dioxide/methane in atmosphere 
   
   
   
   
  d100 
  Gas planet�
  d100 
  Insignificant amounts of water (Roll in addition to no liquid water)�
  d100 
  Insignificant atmosphere�
  d100 
  Variable/flare star�
  d100 
  Planet less than 4 billion years old�
  d100 
  Planet less than 2 billion years old (Roll in addition to all previous age factors)�
  d100 
  Planet less than 500 million years old (Roll in addition to all previous age factors)�
  d100 
  Planet less than 100 million years old (Roll in addition to all previous age factors)�
  d100 
  Subdwarf star�
  d100 
  Paleodwarf star (Roll in addition to subdwarf star.)�
  d100 
  Adjacent to belt�
  d100 
  High debris density�
  
  6�
  43
  6.1.5 
   
  CIVILIZATION TABLES�
  COLONIZATION RATES (per century)�
  RATE  
   
   
  PRE-STELLAR 
   
   
  STELLAR  
   
   
   
  GALACTIC�
  Slow 
   
   
   
  1 parsecs  
   
   
   
  10 parsecs  
   
   
   
  100 parsecs�
  Moderate  
   
  2 parsecs  
   
   
   
  20 parsecs  
   
   
   
  200 parsecs�
  Fast 
   
   
   
  5 parsecs  
   
   
   
  50 parsecs  
   
   
   
  500 parsecs�
  SPHERES OF COLONIZATION (Multiply by total expansion distance.)�
  Core 
   
   
   
  x1/10�
  Inner 
   
   
   
  x1/5�
  Middle  
   
   
  x1/2�
  Frontier 
   
   
  x1�
  Wild 
   
   
   
  x2�
  Unknown  
   
  x5�
  SYSTEM DEVELOPMENT INDEX (Roll all dice equal to and less than highest indicated and add together.)�
  DICE*  
   
   
  INTERPLANETARY 
  PRE-STELLAR 
  STELLAR  
   
  GALACTIC�
  (1d4-3)  
   
   
  Interstellar  
   
   
  Unknown  
   
    --  
   
   
   
    --�
  d4  
   
   
   
  Deep Orbit  
   
   
  Wild 
   
   
   
  Unknown  
   
  Intergalactic�
  d6  
   
   
   
  Other Worlds  
   
  Frontier 
   
   
  Wild 
   
   
   
  Unknown�
  d8  
   
   
   
  Distant resources  
  Middle  
   
   
  Frontier 
   
   
  Wild�
  d10  
   
   
   
  Close resources 
   
  Inner 
   
   
   
  Middle  
   
   
  Frontier�
  d12  
   
   
   
  Homeworld  
   
   
  Core 
   
   
   
  Inner 
   
   
   
  Middle�
  d20  
   
   
   
    --  
   
   
   
   
    --  
   
   
   
  Core 
   
   
   
  Inner�
  d100 
   
   
   
    --  
   
   
   
   
    --  
   
   
   
    --  
   
   
   
  Core�
   
  *For each die that rolls its highest number, reroll it and add the results together.�
   
  NOTE: Add one higher die for each of the following factors. If highest die rolled is already d100, roll another�
   
   
  d100 (or more) and add to total.�
   
   
   
  Home system  
   
   
   
   
   
   
  Superdwarf�
   
   
   
  Large system  
   
   
   
   
   
   
  Hyperdwarf (two dice higher)�
   
   
   
  Circumstellar disk  
   
   
   
   
   
  Frontier covers entire galaxy (two dice higher)�
   
   
   
  Frontier covers galaxy quadrant�
   
  NOTE: Roll one die lower for each of the following factors.�
   
   
   
  Empty system  
   
   
   
   
   
   
  Intergalactic�
   
   
   
  Subdwarf  
   
   
   
   
   
   
   
  Paleodwarf (two dice lower).�
   
   
   
  First century of colonization 
   
   
   
  Dawn of spaceflight (two dice lower)�
   
  NOTE: Use 1d4-3 only if the lowest die indicated is below d4.�
  DEVELOPMENT INDEX RESULTS�
  TOTALS 
   
  DEVELOPMENT�
  0-9  
   
   
  None�
  10-19  
   
  Minimal�
  20-49  
   
  Light�
  50-99  
   
  Moderate�
  100-199 
   
  Heavy�
  200-499 
   
  Extreme�
  500+ 
   
   
  Ultimate�
  
   7�
  44�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  _____________________________�
  ORBITAL BODIES�
  ___________________________�
  ___________________________�
  ___________________________�
  ___________________________�
  ___________________________�
  ___________________________�
  ___________________________�
  ___________________________�
  ___________________________�
  ___________________________�
  ___________________________�
  STAR SYSTEM�
  binaries�
  
  7�
  45
  
   8�
  46�
  8.1  
  PLANET SYSTEM SAMPLE�
  Daniel decides to generate a Middle Stelliferous�
  Era star system going from galaxy level down to�
  planets and life.�
  GALAXY�
  He makes a HaVoQ roll, rolling the d4, d6, d8,�
  d12, d20, and d100 together.�
   
  d4 = 2  
   
   
   
  d12  = 4�
   
  d6 = 5  
   
   
   
  d20  = 13�
   
  d8 = 6  
   
   
   
  d100 = 72�
  Using Table 1.1, d4 determines Galactic�
  Neighborhood, d20 Galaxy Type, d12 Galaxy�
  Subtype, and d8 the Galaxy Region in which the�
  star system is found; d6 is used only to determine�
  how many major galaxies are in a group. In this�
  case, the rolls give the following results:�
   
  d4 = 2 (Group)  
  d12  = 4 (Barred)�
   
  d6 = 5 (4 galaxies) d20  = 13 (Spiral)�
   
  d8 = 6 (Disk)  
   
  d100 = 72 (Satellites)�
  “This is a barred spiral galaxy (part of a group�
  of four major galaxies) and the star system is�
  located in its disk region.”�
  If Daniel wants, he can roll the d20 and d12 to�
  determine the other galaxies in the group.�
  The last roll remaining is d100, which is used for�
  Table 1.2 Galaxy Peculiarities. His roll of 72 for a�
  spiral galaxy indicates it has an unusual number�
  or type of satellites.�
  STAR�
  Table 2.1 requires d8 Stellar Neighborhood, d10�
  Star Age, and d10 Stellar Evolution. Because the�
  star system exists in the Middle Stelliferous and is�
  located in a spiral disk, each roll is modified.�
   
  d8  = [5 + 1 disk] 6 (Mature)�
   
  d10 = 4 (4 billion years old)�
   
  d10 = [9 -1 disk] 8 (Dwarf)�
  Therefore, this system is a 4 billion year old dwarf�
  star in a neighborhood of mature stars. He also�
  notes from the Main Sequence Luminosity chart�
  that standard yellow dwarfs at this age are�
  considered main sequence.�
  For the next tables, Daniel makes another HaVoQ�
  roll will all polyhedral dice.�
   
  d4 = 2  
   
   
   
  d12  = 12�
   
  d6 = 2  
   
   
   
  d20  = 2�
   
  d8 = 3  
   
   
   
  d100 = 83�
  Daniel refers to Table 2.2 Star Systems first,�
  which uses d20 and d6, since these results will�
  determine which other tables to use next.�
   
  d6 = 2 (Planet system)�
   
  d20 = 2 (Yellow star)�
  In this case, Tables 2.3 Star Size (d8), 2.4 Planet�
  System (d12 and d4), and 2.6 Star Peculiarities�
  (d100) are used next.�
   
  d8 = 3 (Standard size)�
   
  d12  = 12 (Large system)�
   
  d4 = 1 (11 major bodies)�
   
  d100 = 83 (Unusual metallicity)�
  Daniel's star system is a 4 billion year old�
  standard yellow dwarf star with unusually high�
  metallicity (Daniel rolled d10 based on the�
  peculiarity description and got a 7) and a eleven�
  body planetary system.�
  PLANETS�
  Initially, Daniel makes d10 rolls for Tables 3.1 and�
  3.2, which influence the major body results he will�
  roll next.�
   
  d10 = 8 (Oxygen-rich)�
   
  d10 = 6 (Standard system)�
  
  8�
  47
  Table 3.2 requires an additional d10 roll to�
  determine First Body distance, which is modified�
  by star mass.�
   
  d10 = [7/20 x 1 solar mass] (0.35 AU)�
  A HaVoQ roll is made and cross-referenced to�
  Tables 3.3 Planetary Bodies (d12, d20, d8), 3.4�
  Orbits (d4, d6), and 3.5 Planet Peculiarities�
  (d100); the latter table has several d100 lists, but�
  Daniel will mainly use the Planet Features list for�
  the initial rolls to get a broad sketch of the�
  system. He may drill down deeper for various�
  bodies he feels warrant further detail.�
  First Body (Inner Orbit: 0.35 AU)�
   
  d12  = 3 (Metal body)�
   
  d20  = 17 (Metal planet)�
   
  d8 = 1 (1/20 earth mass)�
   
  d100 = 43 (Geologically dead)�
   
  d4 & d6 = [4 + 6] 10 (2.0 x 0.35 AU)�
  "Metal planet: 0.05 earth mass, 0.35 AU orbit,�
  geologically dead."�
  To determine the next body's orbital radius, the�
  previous planet's orbit radius is multiplied by [1 +�
  ({1d6+1d4}/10]. In this case: 0.35 AU x [1 +�
  ({4+6}/10)] = 0.35 AU x [1 + 10/10] = 0.35 AU x�
  [1+1] = 0.35 AU x 2 = 0.7 AU�
  Second Body (Inner Orbit: 0.7 AU)�
   
  d12  = 5 (Rock body)�
   
  d20  = 14 (Rock planet)�
   
  d8 = 8 (8/10 earth mass)�
   
  d100 = 09 (Volatile rich)�
   
  d4 & d6 = [1 + 3] (1.4 x 0.7 AU)�
  This rock planet of 0.8 earth masses orbits at 0.7�
  AU and is volatile rich. Daniel decides to get�
  into deeper detail about this potentially interesting�
  planet, so he rolls d100s for the rest of Table 3.5,�
  then uses Table 3.6 Volatiles to determine volatile�
  composition. On Table 3.5 for natural satellites,�
  he rolls twice (since it is a planet), but -20 is�
  subtracted from each roll because of its inner�
  orbit location; the rotation rate roll is modified by�
  -50 for the same reason. Daniel rolls a natural 00�
  result, though, so no modifier is applied.�
   
  d100 (Moon) = [19 - 20 = -1] (None)�
   
  d100 (Moon) = [37 - 20 = 17] (None)�
   
  d100 (Rotation) = 00 (Special rotation)�
   
  d100 (Axis) = 10 (10/4 = 2.5 degrees)�
  To get some inspiration for the special rotation�
  period result, Daniel rerolls d100, applying the -50�
  modifier, and gets 44 - 50 = -6 (Tidal locked). To�
  make this a special case, he decides the planet�
  rotation rate is about the same as its year, but it�
  spins retrograde. Curious as to the length of this�
  planet's year, he uses the equation [square root�
  of (orbit radius)�
  3�] = 0.59 years (215.5 earth days).�
  Table 3.6 requires two d10 and one d100 rolls.�
  For the first d10 roll, the -1 inner orbit modifier is�
  cancelled by the +1 metal rich system modifier for�
  this unusually high metallicity dwarf system; also,�
  because this planet is very volatile rich, the result�
  is two levels higher than rolled. The d100�
  Volatile Composition roll is modified by -1 [inverse�
  mass = 10/8 = 1.25 = 1] for less than 1 Me mass.�
   
  d10 = 6 [Thin + 2 lvls] (Thick)�
   
  d100 = [40 - 1] 39 (Carbon dioxide dominant)�
   
  d10 = 3 (Minor sulfur dioxide)�
  When Daniel consults the Equilibrium�
  Temperature Zones chart, he determines this�
  planet is within the moderate zone, where carbon�
  dioxide and sulfur dioxide are gaseous and form�
  a thick atmosphere. An extreme greenhouse�
  effect from the CO�
  2� (three temperature zones�
  greater than equilibrium) is slightly offset by the�
  reflective properties of sulfur dioxide clouds (one�
  temperature zone less), making the surface of the�
  planet evenly hot, with temperatures high enough�
  to melt lead.�
  "Hot rock planet: 0.8 earth mass, 0.7 AU orbit�
  (215.5 earth day), tidal-locked retrograde�
  rotation, 2.5 degree axial tilt, thick carbon�
  dioxide dominant atmosphere with sulfur�
  dioxide clouds, no natural satellites."�
  
   8�
  48�
  8.1  
  PLANET SYSTEM SAMPLE (Continued)�
  The next orbit is [1 + (4/10) = 1.4] times 0.7 AU =�
  0.98 AU; Daniel rounds this up to 1 AU.�
  Third Body (Inner Orbit: 1 AU)�
   
  d12  = 8 (Rock body)�
   
  d20  = 11 (Rock planet)�
   
  d8* = [8 + 2] (10/10)�
   
  d100 = 00 (Special feature)�
   
  d4 & d6 = [3 + 2] (1.5 x 1 AU)�
  For this rock planet’s mass, Daniel rolled d8 and�
  got an 8 result, so he rolled again and added the�
  two rolls together (8 + 2). With this kind of ideal�
  type and orbit, plus the "special feature" result, he�
  is curious to see what further rolls reveal about�
  the world. He rolls the other d100s on Table 3.5,�
  using the same modifiers used for the previous�
  planets since this is still an inner orbit body.�
   
  d100 (Moon) = [26 - 20 = 6] (None)�
   
  d100 (Moon) = 00 (Special satellite)�
   
  d100 (Rotation) = 96 (Medium: 1d10+20 hrs)�
   
  d100 (Axis) = [93/4] (23 degrees)�
  Wow, another special result? He decides it will be�
  a giant moon (unusual for this orbit zone) and�
  rolls [(1d10*/1d10) x 1/10 Me] to determine its�
  mass: [1/8 x 1/10 = 1/80 Me] = 0.0125 Me. Daniel�
  uses the optional rules for determining moon�
  types (page 23) and rolls d12 on the Inner column�
  of Table 3.3, netting a 7 (Rock body) result�
  For the fun of it, he rolls d100 Dwarf Planet�
  Features from Table 3.5; the 47 he rolls indicates�
  it has a smaller core than usual. Because of this,�
  he decides to use the Rough Calculations for�
  Planets chart to figure out the giant moon's radius�
  and gravity. A rock body has a radius of [body�
  mass]�
  0.3�, so [0.0125]�
  0.3� = 0.27 earth radii. Gravity�
  is [Mass/(Radius�
  2�)], so [0.0125/0.0729 = 0.171g],�
  but since the moon has a small core Daniel�
  arbitrarily rolls [d100/4] to figure out what�
  percentage to take off this total and, rolling [16/4�
  = 4%], slightly modifies it down to 0.164g.�
  After rolling [1d10+20] and getting a [4 + 20 = 24]�
  24 hour rotation rate, Daniel uses Table 3.6 to�
  determine volatiles. For d10 Volatile Density, he�
  factors a -1 inner orbit, +1 metal rich system, and�
  +1 for a 1-2 Me body, netting a +1 modifier; the�
  d100 Volatile Composition roll is unmodified�
  because mass is neither over nor under 1 Me.�
   
  d10 = [9 + 1] 10 (Thick)�
   
  d100 = 73 (Nitrogen with water)�
   
  d10 = 5 (No minor)�
  Very interesting. With so many factors to make�
  life possible, Daniel decides to roll on Table 4.1.�
  Using the Special Feature result he rolled earlier,�
  he decides carbon dioxide and methane are also�
  present in the atmosphere, plus water is at�
  moderate level (instead of thin), so for Basic,�
  Complex, and Intelligent life, only the baseline die�
  need be rolled: d4, d10, and d100, respectively.�
   
  d4 (Basic) = 1 
   
   
   
  d10 (Complex) = 1�
   
  d100 (Intelligent) = 01�
  Since each roll is a 1, there is not only native life�
  on this planet, but an intelligent species arose�
  here, too! Daniel decides to change the carbon�
  dioxide and methane to oxygen instead.�
  "Moderate-temperature rock planet: 1 earth�
  mass (1.0g), 1 AU orbit (365 earth day), 24�
  hour rotation, 23 degree axial tilt, moderate�
  nitrogen/oxygen atmosphere, moderate water�
  hydrosphere, complex native ecosystem with�
  native intelligent species, one giant rocky�
  moon with small core (0.0125 Me/0.27 Re/�
  0.164g)."�
  Fourth Body (Inner Orbit: 1.5 AU)�
   
  d12  = 6 (Rock body)�
   
  d20  = 15 (Rock planet)�
   
  d8 = 1 (1/10 Me)�
   
  d100 = 46 (Geologically extinct)�
   
  d4 & d6 = [3 + 5] (1.8 x 1.5 AU)�
  "Moderate/cold rock planet: 0.1 earth mass,�
  1.5 AU orbit, geologically extinct."�
  
  8�
  49
  Fifth Body (Middle Orbit: 2.7 AU)�
   
  d12  = 2 (Rock body)�
   
  d20  = 5 (Asteroid belt)�
   
  d8 & d100 = N/A�
   
  d4 & d6 = [4 + 5] (1.9 x 2.7 AU)�
  "Asteroid belt."�
  Sixth Body (Middle Orbit: 5 AU)�
   
  d12  = 9 (Gas body)�
   
  d20  = 18 (Gas supergiant)�
   
  d8 = 5 (432 Me)�
   
  d100 = 66 (Magnetic field)�
   
  d4 & d6 = [2 + 6 + 1] (1.9 x 5 AU)�
  Daniel rolls d10 to determine the strength of the�
  magnetic field for this planet, getting 9 which�
  means it is much stronger than usual, which since�
  gas supergiants typically have exceptionally�
  strong magnetic fields means this  one’s is super�
  strong.�
  To round out the gigantic world, Daniel rolls four�
  times on Table 3.5 Natural Satellites; the d100�
  rolls are modified by +50 for middle orbit and d10�
  rolls +5.�
   
  d100 = [45 + 95 = 90+] (Ring system)�
   
  d100 = [63 + 50 = 90+] (Ring system)�
   
  d100 = [37 + 50 = 87] (Giant moon)�
   
  d100 = [39 + 50 = 89] (Giant moon)�
  Instead of rings, Daniel chooses to make the ring�
  system minimal and add two giant moons in�
  addition to the two giant moons previously rolled,�
  for a total of four giant moons. The ring system�
  adds [(1d10+5) x (1d10+5)] moonlets; rolling 2�
  and 4, [(2 + 5) x (4 + 5) = (7 x 9)] = 63 moonlets.�
  Daniel plans to return to this planet later to flesh�
  out the larger satellites.�
  "Cold gas supergiant: 432 earth mass, 5 AU�
  orbit, super strong magnetic field, minimal�
  ring system, four giant moons, and 60+�
  moonlets.'�
  Seventh Body (Middle Orbit: 9.5 AU)�
   
  d12  = 10 (Gas body)�
   
  d20  = 13 (Gas giant)�
   
  d8 = 6 (98 Me)�
   
  d100 = 22 (Greater ring system)�
   
  d4 & d6 = [3 + 6 + 1] (2 x 9.5 AU)�
  Middle orbit planets tend to have more satellites�
  than those of other zones, so Daniel chooses to�
  roll three times on Table 3.5 Natural Satellites.�
   
  d100 = [36 + 50 = 86] (Giant moon)�
   
  d100 = [53 + 50 = 90+] (Ring system)�
   
  d100 = [90 + 50 = 90+] (Ring system)�
  This gas giant has a major ring system with�
  [(1d10+5) x (1d10+5)] x 2 moonlets; rolling 7 and�
  5, [(7+5) x (5+5) x 2 = 12 x 10 x 2] = 240�
  moonlets. Daniel thinks this is somewhat�
  excessive, so he arbitrarily trades the x2 modifier�
  for two major moon rolls [(1d10*+5) + (1d10*+5)/�
  5]; rolls of 10 (plus another d10 roll of 4 = 14�
  since the roll is open-ended on a 10) and 7 add�
  up to [(14 + 5) + (7 + 5)/5 = (19 + 12)/5 = 31/5] 6�
  major moons, in addition to the giant moon and�
  120 moonlets.�
  Daniel gets into further detail about the lone giant�
  moon of this gas giant. Giant moons are d10*/d10�
  tenths of an earth mass, so his 2 and 9 rolls make�
  it [2/9 x 1/10 = 2/90] = 0.022 Me, nearly twice as�
  massive as the third body's giant moon. He uses�
  the special rules for determining natural satellite�
  types with d12 on Table 3.3 Middle Planetary�
  Bodies and rolls an 11, indicating an ice body�
  with significant volatiles (and possibly a significant�
  atmosphere). When Daniel rolls on Table 3.6�
  Volatiles to determine this, he modifies the d10�
  Volatile Density roll by +1 (-2 moon, +1 metal rich�
  system, +2 ice body = +1, and assumes satellite�
  is protected by its gas giant's magnetic field) and�
  the Volatile Composition roll by -45 [inverse mass�
  = 90/2 = 45].�
   
  d10 = [8 + 1] 8 (Thick)�
   
  d100 = [89 - 45] 51 (Nitrogen with water)�
   
  d10 = 10 (Special minor)�
  
   8�
  50�
  8.1  
  PLANET SYSTEM SAMPLE�
  Seventh Body (Continued)�
  Out of curiosity, Daniel finds an online planetary�
  temperature calculator to see if any volatiles are�
  liquid in this temperature zone. Incidentally,�
  methane can easily be liquid at this orbital�
  distance, so Daniel decides to use that as the�
  special minor component of this moon's volatiles.�
  Since nitrogen is the main component and a gas,�
  water is a major component and frozen, and�
  methane is a minor one and liquid, the moon has�
  a moderate nitrogen atmosphere (main = one�
  level lower than thick volatile density since major�
  is not in the same state), abundant water�
  cryosphere (ice bodies are predominantly water�
  ice), and very thin methane/hydrocarbon�
  hydrosphere (minor = three levels lower than�
  volatile density). Quite an unusual moon!�
  "Gas giant: 98 earth mass, 9.5 AU orbit, major�
  ring system with 100+ moonlets, six major�
  moons, and one giant ice moon (0.022 Me;�
  moderate nitrogen atmosphere, very thin�
  methane/hydrocarbon hydrosphere)."�
  Eighth Body (Outer Orbit: 19 AU)�
   
  d12  = 4 (Ice body)�
   
  d20  = 16 (Ice giant)�
   
  d8 = [7 + 7] (14 Me)�
   
  d100 = 43 (Extreme axial tilt)�
   
  d4 & d6 = 2 [4 + 2] (1.6 x 19 AU)�
  Extreme axial tilt planets roll [40 + (1d100/2)] to�
  determine its extent; Daniel rolls 84, so [40 +�
  (84/2) = 40 + 42] = 82�°� tilt. To round out the ice�
  giant, he rolls d100 Table 3.5 Natural Satellites�
  twice, adding +20 for outer orbits (and +2 to d10�
  for the same reason). He assumes a�
  crushing envelope of hydrogen and helium.�
   
  d100 = [71 + 20] 90+ (Ring system)�
   
  d100 = [37 + 20] 57 (Minor moons)�
  Moonlet calculation from [(1d10*+2) x (1d10*+2)]�
  generates [(3+2) x (2+2) = (5 x 4)] about 20�
  moonlets and minor moon calculation from�
  [(1d10*+2)/2] generates [(8+2)/2 = 10/2] five�
  dwarf moons, with a minor ring system.�
  "Ice giant: 14 earth mass, 19 AU orbit,�
  crushing hydrogen/helium atmosphere, 82�
  axial tilt, minor ring system, 20+ moonlets,�
  five dwarf moons."�
  Ninth Body (Outer Orbit: 30 AU)�
   
  d12  = 9 (Ice body)�
   
  d20  = 10 (Ice giant)�
   
  d8 = [(8* + 4) + 5] (17 Me)�
   
  d100 = 72 (Violent weather)�
   
  d4 & d6 = 2 [1 + 2] (1.3 x 30 AU)�
  Natural satellite rolls have the same modifiers as�
  the previous planet.�
   
  d100 = [92 + 20] 90+ (Ring system)�
   
  d100 = [53 + 20] 73 (Major moons)�
  There are [(2 +2) x (2 +2) = (4 x 4)] 16 moonlets�
  and [(6+2)/5 = 8/5] one major moon along with a�
  minor ring system.�
  "Ice giant: 17 earth mass, 30 AU orbit,�
  crushing hydrogen/helium atmosphere,�
  violent weather, minor ring system, 15+�
  moonlets, one major moon."�
  Tenth Body (Outer Orbit: 39 AU)�
   
  d12  = 5 (Ice body)�
   
  d20  = 3 (Comet belt)�
   
  d8 & d100 = N/A�
   
  d4 & d6 = 2 [2 + 2] (1.4 x 39 AU)�
  "Comet belt: 39 AU."�
  Eleventh Body (Deep Orbit: 55+ AU)�
   
  d12  = 8 (Ice body)�
   
  d20  = [20: 4] (Rare ice body: Comet cloud)�
   
  D4, d6, d8, d100 = N/A�
  "Comet cloud: 55+ AU."�
  
  8�
  51
  MERCURY: Hot metal planet, 0.05 Me, 0.35 AU�
  orbit, geologically dead, no moons.�
  VENUS: Hot rock planet, 0.8 Me, 0.7 AU orbit, tidal�
  locked retrograde rotation, 2.5 degree axial tilt, thick�
  carbon dioxide dominant atmosphere with sulfur�
  dioxide clouds, no moons.�
  EARTH: Moderate rock planet: 1 Me, 1 AU orbit, 24�
  hr day, 23�°� axial tilt, moderate nitrogen/oxygen�
  atmosphere, moderate water hydrosphere, complex�
  native ecosystem with native intelligent species, one�
  giant rocky moon (0.0125 Me/0.27 Re/0.165g).�
  MARS: Moderate/cold rock planet, 0.1 Me, 1.5 AU�
  orbit, geologically extinct, two tiny moons.�
  MAIN ASTEROID BELT: Asteroid belt (2-4 AU).�
  JUPITER: Cold gas supergiant, 432 earth mass,�
  5 AU orbit, super strong magnetic field, minimal ring�
  system, four giant moons, and 60+ moonlets.�
  SATURN: Gas giant, 98 Me, 9.5 AU orbit, major ring�
  system with 100+ moonlets, six major moons, and�
  one giant ice moon (0.022 Me; moderate nitrogen�
  atmosphere, very thin methane/hydrocarbon�
  hydrosphere).�
  URANUS: Ice giant, 14 earth mass, 19 AU orbit,�
  crushing hydrogen/helium atmosphere, 82�°� axial tilt,�
  minor ring system, 20+ moonlets, five dwarf moons.�
  NEPTUNE: Ice giant, 17 earth mass, 30 AU orbit,�
  crushing hydrogen/helium atmosphere, violent�
  weather, minor ring system, 15+ moonlets, one�
  major moon�
  KUIPER BELT: Comet belt (39-50 AU).�
  SCATTERED DISC: Comet cloud (55+ AU).�
  _____________________________�
  _____________________________�
  _____________________________�
  ORBITAL BODIES�
  Location: Milky Way Galaxy�
  (Local Group of 4 major galaxies)�
  Disk region of barred spiral galaxy�
  Star: Sol (Solar System)�
  Standard yellow dwarf  (1 Ms/Ls)�
  Main sequence (4 billion yrs old)�
  Unusually high metallicity�
  Large, standard planetary system�
  with eleven major bodies.�
  STAR SYSTEM�
  binaries�
  
   8�
  52�
  8.2  
  MULTI-STAR SAMPLE�
  Angela decides to randomly roll a star system,�
  assuming it is set in the Middle Stelliferous Era�
  and in an average part of a spiral galaxy. Starting�
  with Table 2.1 Star Associations, she rolls d8 and�
  d10 twice without any modifiers.�
   
  d8 = 7 (Mature)�
   
  d10 (Evolution) = 8 (Dwarf)�
   
  d10 (Age) = 7 (7 billion years)�
  STARS�
  The system is 7 billion year old dwarf, one of�
  many in a mature population of stars. Next,�
  Angela makes a HaVoQ roll with d4, d6, d8, d12,�
  d20, and d100. She refers to Table 2.2 first, which�
  uses d20 and d6, since these results will�
  determine which other tables to use next.�
   
  d20 = 20 (Stellar remnant)�
   
  d6 = 5 (Multi-star)�
  Now that's not a common result! To determine�
  what the orginal star was and what type of�
  remnant it is now, Angela sees that for systems�
  between 5-9.9 billion years old, she rolls d8 on�
  the White star subtype table: her result was 6, so�
  the progenitor was a White star and its remnant is�
  a White dwarf. Since this is also a multi-star�
  system, the companion also needs to be�
  determined, so she rolls d8 again for Table 2.3�
  Star Type, then applies the rest of her HaVoC roll�
  to Table 2.5 Multi-Star System and Table 2.6 Star�
  Peculiarities.�
   
  d8 = 7 (Dim)�
   
  d4 = 2 (One stellar companion)�
   
  d12 = 6 (-2 Star size)�
   
  d100 = 77 (Rotation anomaly)�
  The original primary star was a dim white star�
  with a stellar companion two sizes smaller, so the�
  secondary star is a standard yellow dwarf.�
  Checking on the Main Sequence Luminosity�
  chart, the companion is still main sequence and�
  will be for several billion more years. Checking�
  this chart further, Angela notes that white dwarf�
  stars vary from 0.2 up to 1.33 solar masses and,�
  figuring that a white star is approximately�
  middleweight between the smallest red dwarfs�
  and the largest blue stars that die to become�
  such remnants, decides the white dwarf is about�
  3/4 solar mass. This makes the standard yellow�
  dwarf the current primary star and the white dwarf�
  the companion.�
  Angela rolls d10s for orbit and eccentricity.�
   
  d10 (Eccentricity) = 4 (Minor)�
   
  d10 (orbit) = 9 (9 x 20 AU)�
   
  d10 (e) = 2 [1/(2+10) = 1/12]�
  So far, this is a 7 billion year old multi-star system�
  with a standard yellow dwarf primary with a white�
  dwarf companion (3/4 solar mass) orbiting at 180�
  AU (e = 0.083).�
  Angela wants to determine how many major�
  bodies orbit the stars of this system. To do this,�
  she needs to determine the forbidden orbits for�
  circumbinary bodies (ones that orbit around both�
  stars) and for circumstellar bodies (ones that orbit�
  around one star). Circumbinary forbidden orbits�
  are all zones from the companions farthest�
  distance from the primary (apoapsis) inward;�
  judging from the diagram on page 16 (and the�
  Equilibrium Temperature Zones chart on page�
  27), the companion orbits in the deep zone, so all�
  five orbit zones are forbidden. She decides not to�
  roll for any circumbinary bodies.�
  On the other hand, the distance between the�
  stars means only one orbit zone (deep) is�
  forbidden for circumstellar bodies, so Angela rolls�
  d10s for the yellow dwarf and the white dwarf;�
  she chooses to ignore the +1 white star modifier�
  since it likely destroyed most of its original planets�
  when it left main sequence.�
  d10 (yellow dwarf) = 7 [{7/(2 stars x 2)}/1�
  forbidden orbit = (7/4)/1 = 7/4 = 1.75]�
  d10 (white dwarf) = 4 [{4/(2 stars x 2)}/1 forbidden�
  orbit = (4/4)/1 = 4/4 = 1]�
  
  8�
  53
  She decides to round up the yellow dwarf result�
  for two bodies; the white dwarf has one. Angela�
  then rolls d100s for the yellow dwarf and multi-�
  star peculiarities.�
   
  d100 = 76 (Unusual metallicity)�
   
  d100 = 45 (Variable star)�
  "Standard yellow dwarf variable star (1 Ms)�
  with unusually high metallicity and two major�
  bodies, orbited at 180 AU (e=0.083) by a fast-�
  spinning white dwarf remnant (3/4 Ms) with�
  one major body."�
  YELLOW DWARF PLANETS�
  Starting with the yellow dwarf primary, Angela�
  makes the initial d10 rolls for Tables 3.1 and 3.2.�
  Since this is a multi-star system, she assumes the�
  system is Eccentric and rolls d10-1 for system�
  architecture.�
   
  d10 (C/O ratio) = 2 (Oxygen rich)�
   
  d10 (Architecture) = [10 -1] 9 (Scattered)�
   
  d10 (1st body) = 10 [10/5 x 1 solar mass = 2]�
   
  d10 (1st body Eccentricity) = 7 (Moderate)�
   
  d10 (1st body e) = 2 [2/(2+10) = 2/12]�
  Yellow Dwarf First Body (Middle Orbit: 2 AU)�
   
  d12 = 1 (Metal body)�
   
  d20 = 12 (Metal dwarf)�
   
  d8 = 3 (3/200 Me)�
   
  d100 = 25 (Fast rotation)�
   
  d4 & d6 = 10 [4 + 3 + 1 + 2] (2 x 2 AU)�
  For the d4 and d6 rolls, +1 scattered system and�
  +2 moderate eccentricity modifiers were applied.�
  There are only a few bodies in the entire system,�
  so Angela decides to get into greater detail and�
  rolls the other d100s on Table 3.5 Planet�
  Peculiarities, applying Middle Orbit modifiers to�
  the moon roll, dwarf planet modifiers to the�
  rotation roll, and increasing the rotation rate by�
  one level because of the previous fast rotation�
  peculiarity.�
   
  d100 (Moon) = 60 [60+50= 90+] (Ring system)�
   
  d100 (Day) = 50 [50+10=60 Medium + 1 level]�
   
  d100 (Axis) = 14 [14/3] (4.67 degrees)�
  A ring system around a tiny metal world--cool!�
  Rolling 1d10*x1d10, Angela gets (8+5) x (7+5) =�
  (13 x 12) = 156 moonlets. She decides the rings�
  are pedominantly made up of these moonlets and�
  rolls d12 on Table 3.3 Planetary Bodies to�
  determine their composition: 3 means they are�
  primarily rocky. For the rotation rate, Angela rolls�
  7, which means it has a [7 + 10] 17 hour day.�
  Table 3.6 Volatiles calls for d10 and d100 rolls.�
  For the density roll, Angela applies the -5 no�
  magnetic field, -1 dwarf planet, -1 old system�
  (considering a stellar remnant), and +1 metal rich�
  system modifiers, netting a total -6 modifier to the�
  d10. The d100 Volatile Composition roll is�
  modified by -67 because of the low mass of the�
  dwarf planet (inverse of 3/200 = 200/3 = 66.67).�
   
  d10 (Density): 9 [9 - 6] (Very poor)�
   
  d100 (Composition): 76 [76-67] (CO�
  2� with O�
  2�)�
   
  d10 (Minor volatile): 10 (None)�
  Cross-referencing the orbit with the Equilibrium�
  Temperature Zones chart, Angela determines the�
  basic temperature is Moderate/Cold; although�
  carbon dioxide is gaseous, the very thin density�
  of the atmosphere is insufficient for the�
  greenhouse effect to significantly raise planetary�
  temperature. With the oxygen constituent, this�
  world possesses a weak ozone layer, too.�
  Curious about the habitability of such a world,�
  Angela researches the effects of such an�
  atmosphere on living beings. She soon learns�
  that elevated carbon dioxide can cause humans�
  and many other creatures to suffer hypoxia,�
  hypercapnia, and even respiratory acidosis.�
  Some kind of filter or genetic engineering might�
  help visitors breath naturally without these�
  problems, but even so the atmosphere of this�
  dwarf planet is so thin supplemental oxygen�
  would be necessary anyway. Just for kicks,�
  though, Angela rolls on Table 4.1 Basic Native�
  Life to see if any arose.�
  
   8�
  54�
  8.2  
  MULTI-STAR SAMPLE�
  Yellow Dwarf First Body (Continued)�
   
  d4 (Baseline) = 2�
   
  d6 (Not Moderate) = 6�
   
  d20 (No liquid water) = 18�
   
  d100 (Insignificant water) = 46�
   
  d100 (No magnetosphere) = 45�
   
  d100 (Insignificant atmo) = 50�
  Not a 1 rolled, so native life never came to be on�
  this planet. It was a 1 in 480 million chance for�
  this body.�
  "Moderate/cold metal dwarf: 0.015 earth mass�
  (0.229 Re/0.284g), 2 AU orbit, 17 hour rotation,�
  4.67 degree axial tilt, very thin carbon dioxide/�
  oxygen atmosphere, moonlet ring (150+)."�
  Yellow Dwarf Second Body (Middle Orbit: 4�
  AU)�
   
  d10 (Eccentricity) = 5 (Moderate)�
   
  d10 (e) = 6 [2/6+10 = 2/16] (e=0.125)�
   
  d12 = 3 (Rock body)�
   
  d20 = 3 (Asteroid belt)�
   
  d8 & d100 = N/A�
  "Asteroid belt: 4+ AU (e=0.125)."�
  WHITE DWARF PLANET�
  Because this planet system is around a stellar�
  remnant, it is assumed to be a debris disk and a�
  +5 modifier is added to the carbon/oxygen ratio�
  d10 roll.�
   
  d10 (C/O ratio) = 5 [5 + 5] (Carbon rich)�
   
  d10 (Architecture) = 5 [5 - 1] 4 (Compact)�
   
  d10 x d10 (1st body) = [1/(10 x 5) x 0.75Ms]�
   
  d10 (1st body Eccentricity) = 8 (Major)�
   
  d10 (1st body e) = 9 [5/(9+10) = 5/19]�
  Angela makes the final HaVoQ roll (minus d4 &�
  d6 since no other orbits need to be calculated) to�
  determine this single orbital body. To determine�
  the orbit zone, she assumes since this is a middle�
  sized remnant that its luminosity will similarly be�
  in the middle of the 1/100 to 1/1000 Ls range, so�
  she decides it is 1/500 solar luminosity. This is�
  similar to a red star, so she uses that column for�
  orbital zone radii.�
  White Dwarf First Body (Close Orbit: 0.015�
  AU)�
   
  d12 = 1 (Metal body)�
   
  d20 = 7 (Meteoroid belt)�
   
  d8 & d100 = N/A�
  "Meteoroid belt: 0.015 AU (e=0.263)."�
  
  8�
  55
  CUZA PRIME (yellow dwarf)�
  PLANET SYSTEM�
  CUZA MOONBAND: Moderate/cold metal dwarf,�
  0.015 earth mass (0.229 Re/0.284g), 2 AU orbit�
  (e=0.167), 17 hour rotation, 4.67�°� axial tilt, very thin�
  carbon dioxide/oxygen atmosphere, moonlet ring�
  CUZA SUNBAND: Asteroid belt (4+ AU, e= 0.125)�
  CUZA DWARF (white dwarf remnant)�
  PLANET SYSTEM�
  CUZA STEEL BELT: Meteoroid belt (0.015 AU,�
  e=0.263)�
  CUZA CAIRN BELT: Debris disk (0.02 AU to�
  50 AU)�
  ORBITAL BODIES�
  Primary Star: Cuza Prime�
  Standard yellow dwarf  (1 Ms/Ls)�
  Main sequence (7 billion yrs old)�
  Unusually high metallicity�
  Variable Star�
  Two major bodies�
  Secondary Star: Cuza Dwarf�
  White dwarf (¾ Ms, 1/500 Ls)�
  Unusually fast rotation�
  Circumstellar disk (1 major body)�
  No circumbinary major bodies�
  STAR SYSTEM�
  binaries�
  
  I�s�ant�
  n�verse
  
SOURCE: textdata/thevault/Tables & Charts/World & Planet Building/Planet/Instant Universe.pdf