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From the dirty side of the Frontier
Star Frontiers
Episode 3 - The Expansion

 

Character Homeworld Generation updated Jan 12th 1998  
   
  • Step 1: Determine Planetary Gravity

    Roll 2d10 on the following table (height & weight mods do not apply to Dralasites):

    2. Planetoid, Orbital City or Space Station Native
    0.0 to 0.2 G
    +20% to normal height, -20% to normal weight
    +2 RS in freefall combat
    Expert with Vaccuum Suits
    -10% to actions in 1.0 G or heavier environments
    -5 STR/STA, +5 DEX/RS
    Cannot take "Pumping Federanium" skill

    3. 0.25 to 0.4 G Low Gravity Native
    +10% height, -10% weight
    -10% to actions in 1.25 G or heavier environments
    -5 to either STR or STA
    +5 to either DEX or RS
    Expert with auxiliary breathing aparatus.
    Pumping Federanium skill costs double XP for starting characters.

    4-5. 0.5 to 0.8 G Standard Gravity Native
    +5% height, -5% weight.

    6-14. 0.9 to 1.1 G Standard Gravity Native
    Baseline for standard characters.

    15-16. 1.1 to 1.2 G Standard Gravity Native
    +3 points spread between STR & STA
    -5% height, +5% weight.

    17-18. 1.3 to 1.5 G High Gravity Native
    -10% height, +10% weight
    +5 points spread between STR & STA
    -5 points spread between DEX & RS
    -10% all actions in zero-G.

    19. 1.6 to 1.9 G High Gravity Native
    -15% height, +20% weight
    +5 STR/STA, -5 DEX/RS
    -10% all actions in 0.4 G or less.

    20. 1.9 to 2.5 G Extreme Gravity Native
    -20% height, +30% weight
    +10% STR or STA, +5% to other
    -5% DEX/RS
    -15% all actions in 0.7 G or less
    fear of heights


  • Step 2: Atmosphere

    Roll 2d6 and apply the appropriate modifiers, then consult the table below.

    0.0 to 0.2 G Homeworld: -10
    0.25 to 0.4 G Homeworld: -5
    1.3 to 1.5 G Homeworld: +2
    1.6 to 2.5 G Homeworld: +5

    2 or less: Managed, standard atmosphere
    Homeworld has no atmosphere to speak of and all activities take place inside sealed environs.
    3 : Low Pressure
    Character is practically immune to Hypoxia and has an extended lung capacity, but remarks a decreased endurance in high pressure environments and finds them stiffling (-5% all actions).

    4 : Low Pressure, Contaminated
    As above, but character has a 50% chance to have developed an immunity to the dusts and mild toxins of his or her home environment. Otherwise the character is an expert in auxiliary breathing apparatus.

    5 : Standard Pressure, Contaminated
    50% chance character has developed an immunity to the dusts and mild toxins of his or her home environment. Otherwise character is an expert in auxiliary breathing apparatus.

    6-8 : Standard Pressure

    9 : Standard Pressure, Contaminated
    as (5) above.

    10 : High Pressure, Contaminated
    as below, 50% chance character has developed an immunity to the dusts and mild toxins of his or her home environment. Otherwise character is an expert in auxiliary breathing apparatus.

    11 : High Pressure
    Character finds low pressure environments uncomfortable and is easily fatigued while in them. (-5% all actions)

    12 or more: Managed, standard atmosphere
    Homeworld atmosphere is exotic and dangerous, and all activities take place inside sealed environs.


  • Step 3: Planetary Climate

    Roll d100 to determine planetary climate. Characters from homeworlds with Managed atmospheres do not roll on this table, but choose a special climate type reflecting the lack of atmosphere or exotic basis of one.

    01-20 : Standard Terran Climate

    21-30 : Terran Steppe Climate
    Although very earth-like, water is in short supply. Natives can survive for twice as long as a normal character on short rations.

    31-39 : Terran Arid Climate
    Although very earth-like, there is a significant shortage of surface water. Character gains Desert Survival skill, +3 STA, and +10 STA on checks against the effects of hot and dry conditions.

    40-44 : Terran Desert Climate
    This planet has less than 10% free-standing water, so severe desert conditions prevail. Character gains Desert Survival skill, +2 STA, +10 STA on checks against hot weather effects, and has darker, tougher skin and minimal sweat pores.

    45-54 : Terran Swamp and Jungle Climate
    A greenhouse effect has raised planetary temperatures so that a significant portion of the planet is locked in tropical and equatorial climate. Character gains Jungle Survival, +2 STA. and +10 STA for checks against tropical heat and humidity.

    55-64 : Terran Tundra Climate
    A significant portion of the planet is locked in glacial conditions. Character has a 30% chance of having Arctic Survival skill, gains +2 STA and has +10 STA for checks against the effects of cold and exposure.

    65-72 : Terran Ocean Climate
    Less than 10% of the planet surface is above the water-line. The character has excellent "sea legs" and never gets sea-sick. Character has excellent swimming and small watercraft skills.

    73-83 : Terran Climate without Seasonality
    Planetary seasonality is located in wide bands, and there is no change in seasons, as there is no axial tilt. Natives find climactic change unsettling and widely changing weather patterns "unatural".

    84-88 : Terran Climate with Extreme Seasonality
    Extreme axial tilt produces extreme and frequent changes in weather and seasons. Natives get +4 STA due to the hard lifestyles.

    89-94 : Terran Climate at Outer Edge of Stellar Ecosphere
    The climate ranges from Cool to outright frigid. Natives get arctic survival, +5 STA, +10 STA for checks against the effects of cold, and have a dislike for strong heat, and are at -5% when operating in hot environs.

    95-97 : Planet w/ Extreme Axial Tilt at Outer Edge of Stellar Ecosphere
    This is a truly hostile environment, where only the toughest survive. Natives gain arctic survival, +7 STA, +20 STA for checks agains the effects of cold, and are at -10% on all actions when in hot environs.

    98-99 : Planet at Inner Edge Of Stellar Ecosphere
    Hot Jungles and Steam Swamps. Natives get jungle survival, +5 STA, and +20 STA on checks vs hot / humid weather and tropical diseases and fungal infections. They are at -10% to operate in cold environs.

    00 : Planet at Inner Edge of Stellar Ecosphere
    Hot Desert Planet with 0% standing water. Natives get Desert Survival, +5 STA, +20 STA on checks vs hot, dry environs and they can go without water for four times as long as a normal member of their race. They are also at -10% when in cold environs.

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