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40K Sector Using Stars Without Number

Started by Pseudoephedrine, January 16, 2011, 01:53:46 PM

Previous topic - Next topic

Pseudoephedrine

Here's a complete 40K sector, the Tellian, I made using the Stars Without Numbers generator using a few tweaks. It has about 106 objects in it, of which 105 are fleshed out (there's a Dyson Sphere possibly filled with Chaos that I noted the position of but didn't flesh out). If you find it useful, feel free to use it however you want.

This leads to the .xlsx with all the profile data on the planets:

http://www.mediafire.com/?v1qet98ace8qb

Edit: This is now the updated version of the Tellian Sector with 137 locations and the map. Enjoy! This file was made was made using Excel 2007, so if there are any problems with older spreadsheet programs, let me know.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Silverlion

High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Pseudoephedrine

Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Having used the Stars Without Number now fairly extensively, I think (I haven't seen any other projects on a similar scale), here's my suggestions for tweaks to generate more diverse worlds.

1) Roll 1d6 for interesting locations within a system to be statted out.

Both SWN and MongTrav tend to assume that there's basically one interesting planet or location within each system, whereas I've always preferred relatively "full" systems with multiple inhabited planets, orbitals, etc.

2) Change some of the ranges to create fewer garden worlds. The norm in SWN is a world with a breathable atmosphere, a human-miscible biosphere, temperate temperature, with hundreds of thousands of inhabitants at TL4.

Specifically, I would change the Atmosphere table to read

2 Corrosive
3-4 Inert Gas
5-6 Airless / Thin
7-8 Breathable Mix
9-10 Thick, Mask-Breathable
11 Invasive, Toxic
12 Corrosive, Invasive

Temperature to

2 Frozen
3-4 Variable Temperate to Cold
5-6 Cold
7 Temperate
8-9 Warm
10-11 Variable Warm to Temperate
12 Burning

Biosphere to

2 Biosphere Remnants
3 Microbial Life
4-6 No Native Biosphere
7 Human-Miscible Biosphere
8-10 Immiscible Biosphere
11 Hybrid Biosphere
12 Engineered Biosphere

and Tech Level to

2 - TL 0
3 - TL 1
4 - TL 2
5-7 - TL 3
8-10 TL 4
11 TL4 + Specialty
12 TL 5

This flattens some of the probabilities out, and makes finding a true garden world with advanced tech a little rarer and more valuable.

3) The book recommends rolling for two tags, but I think 3-4 is more interesting and helps to throw planets into sharper relief from one another. This is especially true if you don't use the above altered tables, since you'll need something to make all the garden worlds the base tables generate distinct.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Also, I'd like a table where I could randomly generate what those locations were, rather than assuming they were by default planets. I actually ended up using the generation system for the giant orbital stations you find in 40K as well.

Here's a first attempt at one:

2 Asteroid field
3 Gas giant moon
4-5 Orbital station
6-8 Rocky planet
9-10 Rocky planet's moon
11 Arcology megaship
12 Megastructure (ringworld, Dyson sphere, etc.)
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Insufficient Metal


Pseudoephedrine

Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Anyone interested in a full set of SWN backgrounds and training packages for 40K?
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Silverlion

Yes, I am. Can you cook up some Eldar too? Just because I like Space Elves?
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Pseudoephedrine

Quote from: Silverlion;445230Yes, I am. Can you cook up some Eldar too? Just because I like Space Elves?

It'll take me a bit longer, but it shouldn't be hard to do them using the alien generator.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

#10
Xenos

Craftworld Eldar

Lenses: Subtlety, Sagacity
Government: Oligarchy (Farseers)
Technology Level: Specialised 4 (Advanced Xenotech)
Motivation: Revanchism

In the Tellian Sector:

Most Eldar in the Tellian Sector come from the Milvanen Craftworld, which is passing through the Oort Cloud of the Argurion system, and will be for approximately another two centuries before it slings itself towards the Chinvat system. Milvanen's colours are black and blue.

The Eldar are primarily engaged in the recovery of Vanaste, an Eldar maiden world in the Argurion system currently inhabited by several hundred thousand humans. Rather than kick the humans out, the Milvanen Eldar have chosen to trade with them, dominating them economically and pushing them to break with the rest of the Imperium. The Eldar hope to recruit the humans as mercenaries and pawns for their own inscrutable purposes. The effect of this in the short-term has been a recent flood of illegal Eldar goods in the Tellian sector and an economic boom for Vanaste's middle men. The Inquisition so far has had higher priorities than investigating a backwater world at the periphery of the sector, and responsibility for dealing with the situation is on the shoulders of the planetary governor of Kleist, who is totally unable to contain the situation militarily and has settled for cordoning off his world.

Recent explorator fleets surveying the Lost Worlds have discovered several other human-populated planets that have undergone this process. In most cases, the human population ends up as menials and near-slaves serving a caste of Eldar magnates who strip the planets for resources they send back to Milvanen.

There are webway portals on many planets in the Tellian sector. Its closeness to the Eye of Terror means that the region of space that became the Tellian sector was a frontier in the process of being fully colonised when Eldar civilisation collapsed.

Eldar roll 2d6+6 for Wisdom and Dexterity and 3d6 for all other stats.
Specialisation: Eldar can only spend skill points to learn or improve skills that they have from their class.

Dark Eldar

Lenses: Gluttony, Treachery
Government: Tribal (Clan leaders)
Technology Level: Specialised 4 (Advanced Xenotech)
Motivation: Indulgence

In the Tellian Sector:

Dark Eldar pirates and raiders can be found across the Tellian sector. The Tellian sector has many colonies and frontier worlds that are ideal hunting grounds for them. Pech, Chinvat and Granville have all suffered depredations at one time or another. Many of the mercenaries and bandits buying Eldar weapons from Milvanen do so thinking they're buying the horrific, brutal weapons of the Dark Eldar for use in terror campaigns.

Eldar roll 2d6+6 for Wisdom and Dexterity, and 3d6 for all other stats.
Jaded: Dark Eldar XP requirements to increase in level are 10% greater than normal.
Eldar PCs speak Eldar and Low Gothic.

Orks

Lenses: Wrath, Tribalism
Government: Tribal
Technology Level: 3 (Basic Xenotech)
Motivation: Waagh!

In the Tellian Sector:

Orks are uncommon in the Tellian Sector, but many systems in the Lost Worlds and the Zul-Kan domains have been overrun by them. Orks are most commonly encountered as sanctioned Xenos aboard Rogue Traders, or being used as mercenaries by unscrupulous magnates. The main Ork presence in the Tellian sector is on the numerous space hulks that trouble almost all parts of the sector. Ork-infested space hulks lurk at the edge of many systems, just waiting for an unlucky traveler to guide them to a nearby world.

Orks get +2 hit points per level and roll 2d6+6 for Strength and Constitution.
Orks roll 2d6+3 for Wisdom, Intelligence and Dexterity.
Orks speak Low Gothic, badly.

Kroot

Lenses: Journeying, Tradition
Government: Tribal (Shapers)
Technology: Specialised 4 (Advanced Xenotech)

In the Tellian Sector:

Kroot are one of the most common kinds of xenos found in the Tellian sector. Several clans are expanding out of the Zul-Kan Domains, where they have been working as mercenaries for several generations, and into Imperial space. They are mostly found aboard Rogue Trader vessels working security and operations, but it is an open secret that the tech-priests of the Xantholinthic Accretion in the Choraia system have begun trading with them. The Kroot have examples of some extremely interesting xenotech the tech-priests are busy evaluating the acceptability of. The real commotion though, is that one of the items traded to the tech-priests was a mere tenth-generation reproduction of a STC print-out for a new kind of ceramic. The Xantholinthic Accretion has demanded the Inquisition not interfere with the Kroot until the origin of this print-out can be precisely determined.

Kroot may only be Warriors or Psychics (called "Shapers").
Kroot get +1 on their initiative rolls.
Kroot get an automatic free level of skill in Perception, Survival and Stealth.
In order to spend skill points to gain new skills or improve skills they already have, a Kroot must eat at least a kilogram of raw flesh from a creature that possesses the skill at the desired level or higher. Until they eat this flesh, they retain the skill points but cannot spend them.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

#11
Skill Specialties in SWN40K:

Culture:
The Culture skill has an additional specialty called "Ruinous Powers" that covers familiarity with the traditions, organisation and protocols of Chaos cultists, traitor space marines, and daemons.

Religion:

The Religion skill now has specialties. When an individual takes the Religion skill, they must pick a specialty, and must buy all specialties separately. The specialties are: "Imperial Creed", "Ruinous Powers", "Xeno Religions" and "Cults".

The "Imperial Creed" specialty covers the varieties of religious worship in the Imperium that are accepted by the Ecclesiarchy, including the variant used by the Astartes.

The "Ruinous Powers" specialty covers all worship of the Chaos Gods, demons, and other denizens of the Warp.

"Xeno Religions" covers all religions of nearby Xenos, including the gods of the Eldar, Orkish idols, and the Kroot Shapers.

"Cults" covers all non-Chaotic heresies, including pre-Imperial religions, the religions of lost worlds, and unsanctioned variants of the Imperial Creed.

Tech Skill:

"Pretech" becomes "Archaeotech" and covers all archaeotech devices
"Postech" becomes "Imperial" and covers all devices currently built by the Imperium
"Psitech" becomes "Warp" and covers both technology affecting psy-powers and technology that interacts with the Warp (including pentagrammatic wards, psy-trackers, etc.)
"Maltech" becomes "Xenotech" and covers all technology of alien origin.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Additional Background Packages:

These are meant to supplement the already existing background packages in SWN.

Administrative Assistant
The character spent time as a valet, emissary, majordomo or assistant to a Peer of the Imperium, or working in the Administratum.
Bureaucracy, Culture/World, Leadership, Steward

Artisan
The character is a skilled worker capable of making a living off their trade.
Artist, Business, Culture/World, Profession: Any

Colonist
The character is a hardy colonist either sent to or born on one of the many Frontier Worlds of the Imperium.
Combat/Projectile Weapons, Vehicle/Any, Culture/World, Survival

Cultist
The character is a member of a heretical religion and is infiltrating the Imperium.
Combat/Any, Culture/Ruinous Powers or Culture/World, Religion/Ruinous Powers or Religion/Cults, Persuade

Heretek
The character is an apostate in the eyes of the Tech-Priests for his misuse of technology.
Culture/Traveller, Computer, Science, Tech/Any

Investigator
The character worked for the Adeptus Arbites, planetary enforcers, or even the Inquisition investigating crimes.
Culture/World, Perception, Persuade, Security

Mind-Cleansed
The character's past and memories have been erased and replaced, and the character turned into a Throne Agent.
Athletics, Combat/Energy Weapons, Combat/Unarmed, Stealth

Monk
The character is part of a mendicant order that contemplates the Imperial Creed.
Culture/World, History, Religion/Imperial Creed, Survival

Omnissiah Adept
Born in one of the Mechanicus demesnes but considered unsuitable for ordination, this character is one of the countless individuals assisting the Tech-Priests in their work.
Culture/World, Computer, Tech/Imperial, Vehicle/Any

Pilgrim
The character has spent years of their life travelling from one holy shrine to another.
Culture/Traveller, Navigation, Religion/Imperial Creed, Survival

Schola Prodigy
An orphan raised in a Schola Progenium to serve the Imperium. Schola graduates often become storm troopers, commissars, bureaucrats, priests and Throne Agents.
Combat/Any, History, Leadership, Tactics

Shrine World
The character was born on a shrine world and spent most of their early life immersed in the rites and rituals of the Ecclesiarchy and working for the glorification of the Emperor's domain.
Artist, Culture/World, Religion/Imperial Creed, Profession:Any

Surveyor
A specialist in the discovery, cataloguing and exploration of new worlds for the Imperium. They are often attached to explorator crews.
Culture/Traveller, Perception, Tech/Imperial, Survival
 
Underhive Ganger
The character grew up amongst the half-mutated killers of the underhive.
Combat/Any, Culture/Criminal, Gambling, Survival

Xeno-arcanist
A specialist in unlocking the mysteries of xenos, including their languages and their strange and unholy artifacts. A key part of any explorator crew.
Culture/Alien, Language, Religion/Xeno Religions, Tech/Xenotech
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

#13
Training Packages (Expert)

Emissary
The character has been trained a diplomat, representative, or mandatory for one institution or another. This may be a large corporation, a noble house, one of the Adeptus, or even a powerful individual like an Inquisitor, Rogue Trader or High Lord of Terra.

Skills: Bureaucracy, Culture/Any, History, Language, Leadership, Perception, Persuade, Steward

Explorator
The character has been trained as part of an explorator crew, surveying new worlds and strange sights for either the Imperium or the Adeptus Mechanicus or a private interest.

Skills: Combat/Any, Culture/Spacer, Exosuit, Navigation, Perception, Survival, Tech/Any, Vehicle/Any

Priest
The character is an ordained priest of the Imperial Creed. Priests may be missionaries, monks, or secular acolytes in charge of specific locations or congregations. Priests are expected to defend their flocks against external threats, and many are trained in the use of chainsword and flamer to do just that.

Skills: Bureaucracy, Combat/Primitive, Culture/World, History, Instructor, Leadership, Persuade, Religion/Imperial Creed

Recidivist
The character is a working criminal. Recividists tend to differ from common gangers in that they use skill and intelligence, instead of muscle, to get what they want.

Skills: Athletics, Business, Computer, Combat/Primitive, Culture/Criminal, Gambling, Security, Stealth

Scholar
The character is widely trained in intellectual fields and was probably trained in a formal institution of education, like a schola or a college. Many scholars are doctors or archivists or specialists in forbidden lore.

Skills: Computer, Culture/Any, History, Instructor, Language, Religion/Any, Science, Tech/Any

Tech-Priest
The character has been formally ordained into the Adeptus Mechanicus. Such characters focus on technological and scientific knowledge, and grow less human over time as they replace their flesh with cybernetics.

Skills: Combat/Energy Weapons, Exosuit, Security, Science, Tech/Imperial, Tech/Any, Vehicle/Any

Throne Agent
The character is a specialist agent of the Inquisition or another powerful organisation such as the Ecclesiarchy. He acts outside the formal hierarchy of the Imperium to safeguard it against threats both internal and external.

Skills: Athletics, Combat/Any, Computer, Perception, Persuade, Security, Stealth, Tactics

Voidmaster
The character is specialist in the operations of a starship. Such characters may also be familiar with operating the support craft that swarm throughout space.

Skills: Combat/Energy Weapons, Computer, Culture/Spacer, Exosuit, Navigation, Tech/Imperial, Vehicle/Space, Vehicle/Any
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Feedback on all of this is appreciated.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous