Purpose
In my Generating Random Worlds posts, I've left some elements vague or undefined - they're concepts that aren't fully fleshed out yet. However, as I'm sharing this more to get additional feedback, I think it's important to provide at least a baseline for what I'm considering with these elements in order to help spur that discussion and improve the system.
As always, this is a work in progress and I'd love feedback, critique, and ideas to expand and refine the system.
Terms & Definitions
Aliens, Hostile - This result is largely up to the GM - who are these aliens? Why are they hostile to the players and the other explorers that have come with the players? Are they hostile to other local aliens? This result was added to allow for complicated "first encounters" and the introduction of politics (and possibly war) into the later sessions of the exploration campaign.
Aliens, Neutral - This result is largely up to the GM - who are these aliens? Could the players' actions cause these aliens to become hostile or friendly? What are their opinions of other local aliens? This result was added to allow for complicated "first encounters" and the introduction of politics (and possibly war) into the later sessions of the exploration campaign.
Animal Life - Animal Life determines whether a present has animals of any sort (including sapient aliens) or has only Plant Life (which is determined alongside Surface Water). Colony size is not affected by Animal Life directly, but can be affected by Animal Life qualities (see below).
Animal Life, Domesticable - Domesticable Wildlife is one a few categories that allow for larger colonies, allowing +2 colony size. Animals in this group would be non-sapient, like nerfs.
Animal Life, Hostile - Hostile Wildlife represents animals that would either directly hunt settlers on their world, or who would aggressively respond to any characters they notice nearby (regardless of that character's actions). A rancor would be an example of a hostile animal.
Animal Life, Neutral - Neutral Wildlife represents animals that are not directly domesticable, but don't terribly care about the players' colony. Animals in this group will likely defend themselves or flee if attacked, but will not be aggressive otherwise. This may include animals like the vulptex.
Asteroid Belt - Asteroid Belts use the Stellar Phenomena or Terrain rules as set forth in Edge of the Empire page 240.
Arable Land - Arable Land is one a few categories that allow for larger colonies, allowing +2 colony size.
Atmosphere - Atmosphere determines whether a planet exists in a vacuum or has an enveloping sleeve of breathable gases, and then determines the nature of that gas if it is present. If a planet has no atmosphere, its maximum colony size is divided by 3 (rounded down) after adding and subtracting colony size for other factors.
Atmosphere, Acidic - Acidic atmosphere uses the Rating rules set forth in Edge of the Empire page 214. This damage can be negated by the Soak from armor, but not the Soak from Brawn. A character in a sealed suit may entirely negate this damage, or a character who reduces Setback dice from acid may reduce the rating by the number of setback dice they remove.
Atmosphere, Caustic - A caustic atmosphere deals 1 damage per rating per hour (ignoring all armor/soak) to all items exposed to them and 1 damage per rating per round for any character breathing the atmosphere directly. Additionally, any items carried or exposed are damaged one step each hour per the Sunder description in Edge of the Empire page 157. This affects all objects, including weapons, gear, armor, etc unless it is fully enclosed within another object or otherwise not exposed to the atmosphere in any way. If a character is wearing a sealed suit, they do not take Caustic damage directly until the armor is destroyed (or at another damage state at GM discretion).
Atmosphere, Fiery - Fiery atmosphere uses the Rating rules set forth in Edge of the Empire page 214. This damage can be negated by the Soak from armor as well as the Soak from Brawn. A character in a sealed suit may entirely negate this damage, or a character who reduces Setback dice from hot environments may reduce the rating by half (rounded down) the number of setback dice they remove.
Atmosphere, Icy - Icy atmosphere uses the Rating rules set forth in Edge of the Empire page 214. This damage can be negated by the Soak from armor as well as the Soak from Brawn. A character in a sealed suit may entirely negate this damage, or a character who reduces Setback dice from cold environments may reduce the rating by half (rounded down) the number of setback dice they remove.
Atmosphere, Toxic - Toxic atmosphere uses the Rating rules set forth in Edge of the Empire page 214. This damage can not be negated by the Soak from armor or Brawn. A character in a sealed suit or wearing a breath mask/respirator may entirely negate this damage, or a character who reduces Setback dice from toxicity may reduce the rating by the number of setback dice they remove. Additionally characters can delay the onset of this damage by holding their breath.
Bacteria, Beneficial - Beneficial Bacteria provides some value to a settlement other than providing additional colony size. For example, it may allow characters to reduce some penalties from living on a world, like reducing the rating of a toxic atmosphere for "infected" characters. A (non-Star Wars) example of this could be the PokeRUS in Pokemon.
Bacteria/Algae, Edible - Edible Bacteria/Algae is one a few categories that allow for larger colonies, allowing +1 colony size.
Bacteria, Harmful - Harmful bacteria should cause characters to be harmed in some way if infected, but not kill players outright. For example, it could cause players to become Disoriented until cured, or reduce their Wound or Strain Threshold. This reduces colony size by 1.
Bacteria, Lethal - Lethal bacteria can kill, requiring significant infrastructure to ensure nobody in a colony becomes infected. This reduces colony size by 3 and could be a hook for players to deal with (an outbreak) as a result of despairs or Obligation rolls.
Brightness, Bright - Brightness does not have any effects currently, but it's possible a too bright planet adds Setback dice to checks like Vigilance or Perception.
Brightness, Dark - Darkness greatly aids concealment, like fog, adding dice as set forth in Edge of the Empire page 213. Lights can be used to counteract darkness.
Colony - Colonies use the rules set forth in EotE: Far Horizons for homesteads, but multiply the income by 100.
Desert - Deserts are areas with little rainfall or potable water access. This could be an icy tundra, a sandy desert, a barren rock, or a salt-water ocean planet. Depending on the type of planet, this could make it very difficult for players to find a suitable landing or colony site. Because desert planets still have at least some source of potable surface water, desert does not reduce colony size directly (but reducing the desert rating increases colony size by +1).
Foliage, Thick/Dense - Thick or Dense Foliage uses the Stellar Phenomena or Terrain rules as set forth in Edge of the Empire page 240. Additionally, it may make it more difficult for the players to find a suitable landing/colony site.
Fog, Thick - Fog greatly aids concealment, like darkness, adding dice as set forth in Edge of the Empire page 213. Fog cannot be counteracted by light.
Geological Formation, Beneficial - A beneficial geological formation might add an extra level of basic resource or improve a colony size by +1. This might represent a canyon or gorge that protects the colony from the elements, or a geyser that brings minerals up from below.
Geological Formation, Harmful - A harmful geological formation might make a colony harder to sustain, reducing its size by 1, or lie in wait - like a dormant volcano - to provide a plot hook for later adventuring.
Gravity, Earthlike - Earthlike gravity is the default, with no mechanical effects.
Gravity, High - High gravity functions as set forth in Edge of the Empire page 213.
Gravity, Low - Low gravity functions as set forth in Edge of the Empire page 213.
Green Belt - The "Green Belt" is the zone in which conditions are right on planets to host life. In this system, this means that Proficiency and Challenge dice are rolled on these planets to add the option of Triumph and Despair to rolls after the first.
Industry - Industry uses the rules set forth in EotE: Far Horizons for businesses, but multiplies the income by 100. Additionally, each level on Industry provides 1 Basic Resource + X Basic Resources, where "X" is equal to the Basic Resource level of the settled planet. On a planet with Advanced Resources, at least one level of Industry is required to use the Advanced Resource.
Moon - Moons are planetary satellites that, by default in this system, add extra brightness at night. Currently, moons do not include any benefits in terms of resources.
Oxygen (O2), High - When players roll a Despair during any attack that could cause a spark, uses a laser, or causes a fire in any way, the character takes damage equal to the high O2 rating of the atmosphere (this is reduced by Soak).
Oxygen (O2), Low - Players add setback dice equal to the rating of low O2 on any Resilience checks they make while on a low O2 world.
Planet, Close - A "Close" planet is one that is closer to the star than the beginning of the green belt. The rules as written cause these planets to all be rocky worlds rather than gas giants.
Planet, Far - A "Far" planet is one that is further from the star than the far end of the green belt. If a "Far" planet is not Rough, then it is a gas giant.
Planet, Golden - A "Golden" planet is one located within the green belt.
Plant Life - Any world with Surface Water also has some Plant Life by default.
Radioactive - A Radioactive world deals 1 strain per rating per hour (ignoring all armor/soak) to all non-indigenous living creatures exposed to it. If a character is wearing a space-capable sealed suit or otherwise has radiation protection, they do not take Radioactive strain directly until the armor is destroyed (or at another damage state at GM discretion).
Resource, Advanced - An Advanced Resource is intended to be used for McGuffins and plot hooks. For example, if players want to craft lightsabers, they will need to find Advanced Resources for kyber crystals.
Resource, Basic - A Basic Resource is any generic material used in crafting or production, and are created by Industry on any world (but are more plentiful on worlds with high Basic Resource ratings).
Resource, False Positive - A False Positive Resource may appear on long-distance scanners as a Basic or Advances resource, but can be confirmed as a fake by characters on the surface of the world. This may mean that a star system looks significantly more valuable from afar than it does on closer inspection.
Resources - Resources are produced or acquired for use in crafting - essential, given that the players will likely not have any civilizations to trade with for some time during their explorations.
Rough - A Rough planet has rugged, mountainous terrain. In general, most terrain will be Difficult Terrain, and players may suffer Setback dice on overland checks unless they either reduce those dice due to natural traits or due to the use of climbing gear or the like.
Storms, Horrible - Storms reduce colony size by 1, and could also be included in battles on the world's surface when Threat, Advantage, Despair, or Triumph are rolled - a lightning strike could significantly change the field.
Tectonic Shifts - Major tectonic shifts reduce colony size by 3 and can act as a "looming threat" in the way that harmful geological features do - a colony could easily be destroyed by an earthquake!
Temperature, Cold - Cold temperatures add setback dice for some checks. These setbacks could be reduced by player traits or by equipment (like an adverse environmental outfit)
Temperature, Comfortable - Comfortable temperatures are the default, with no mechanical effects.
Temperature, Hot - Hot temperatures add setback dice for some checks. These setbacks could be reduced by player traits or by equipment (like an adverse environmental outfit)
Water, Non-Potable - If water is not potable and cannot be made potable, a colony could be difficult to maintain. This reduces the colony size by 3.
Water, Surface - Surface water brings plant life and makes it much easier to settle a world. This represents liquid water or easily-processed ice and should indicate some level of a water cycle on the world.
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