You won’t always just want a world for a walk-on appearance. Often, the world you intend to create will be visited many times, or serve as a base of operations. If you are running a campaign, you will likely want to develop a number of detailed planets that the characters will frequent.
The capsule world creation method is more structured and formal than the thumbnail method, and focuses more on the statistics of the world (we call it the capsule method because it conforms to the capsule format the roleplaying game uses to portray planets). You are, essentially, starting with the thumbnail method and taking it a few steps further.
The gamemaster can use the die charts found in this chapter to randomly generate worlds from scratch. Alternately, the gamemaster can use this rules section as a merely inspirational tool, using the descriptions and ideas herein as a baseline from which a comprehensive, detailed world emerges. The second method takes more time and consideration, but is also more satisfying.
If randomly generating the world, the gamemaster will need several six-sided dice, a pencil, and some paper to keep a log for the planet. It is also advisable to have a notebook set aside to record the ideas that come to mind.
When dealing with a science fiction roleplaying game, it’s very easy to spend too much time designing one planet. After all, from our own experience, our home world is incredibly intricate and immensely interesting—and the Star Wars galaxy has millions of stars with worlds equally diverse and fantastic.
However, the nature of Star Wars necessitates hopping to two, three, four, or even more new planets in the course of an adventure. This system is designed to help gamemasters generate the most important and interesting details of a new planet, and makes a number of assumptions: • The gamemaster will only want to send players to interesting planets and systems. The odds of this game system are heavily weighted toward generating advanced or colonized planets. The civilizations of the Star Wars universe have been spacefaring for so many centuries that most advanced civilizations (and a lot of primitive ones as well) have been discovered and assimilated into galactic culture. • There are isolated sections of the galaxy that offer undiscovered civilizations and other challenges, and they can also be generated with this system. They can exist for whatever reason: they are far out on the end of a spiral arm; or they are difficult to get to because they are surrounded by gas clouds, near rogue planets, or subjected to huge ion storms. • Only the system’s planet of prime importance is fleshed out here. Other worlds can be developed independently, but virtually everything of interest and value is on the prime world. • This system results in “finished concept” worlds and doesn’t spend much time explaining how a particular planet got a certain way; it just is. An explanation of the culture and history takes a few minutes to formulate, but the results are worth it. • Completely random rolls on these charts may generate seemingly contradictory results. The gamemaster always has the option of ignoring results that are unsuitable. However, knowing the diversity to be found in the Star Wars galaxy, virtually any result is explainable. • This system generalizes the type of terrain found on the planets. While few worlds have uniform terrain everywhere, this system gives one or two dominant terrain types so the gamemaster can quickly sum up the planet. • Optional modifiers listed after some results are just that: optional. The gamemaster has every right to fudge die rolls (or just arbitrarily decide upon a result). This system is only a tool for the gamemaster to create fun worlds; the gamemaster need not be subservient to a series of charts. All modifiers are cumulative. • If an incompatible condition result is rolled, discard it and select a compatible result.
Since Star Wars is space opera, and leans heavily toward action and strong storytelling, the most important aspect to players is what can be found or explored on the planet. The following results give some indication as to what types of industries and activities are common on a particular planet. For greater diversity, the gamemaster may roll on this chart multiple times.
To determine the planet function, roll two six-sided dice. Read each number separately (this is a six-sided percentile system; do not add them together for a total). This generates totals between 11 and 66. It is best to use two different color dice (say, red and blue), reading one color die before the other. For example, if you’re reading the red die first, and you roll a “3” on the red die and a “2” on the blue die, your roll is 32 (Homeworld planet).
11: Abandoned Colony. This is a planet that was settled by another planet, a company or some other wealthy institution. Then, for some reason, the colony was left behind: the homeworld could have been struck by plague or war, or the company could have run out of money. The planet might have been evacuated (only leaving ruins), or supply ships just never arrived, in which case the colonists were on their own: they may have devolved into barbarism and anarchy.
12: Academic. Educational institutions are what is most important to the economy of this planet. Academic worlds typically have many universities and colleges, which may be private, corporate or state run.
Options for low tech level worlds are varied: the university was purposefully established to remove students from the temptations of modern comforts. Or, the natives may have had some contact with free-traders, and have committed all of their efforts to unlocking the secrets of modern technology.
This result doesn’t necessarily mean academic work towards a degree. Trade schools, institutions dedicated to unlocking the secrets of the Force (these will always be well hidden since the Emperor has made it a priority to kill Force users), and survival schools are possible options.
13: Administrative/Government. This world is bureaucracy at its largest. The main industry is the orderly (or at least managed) operation of a government, business, or other large institution. Imperial sector capitals often qualify for this designation, but the homeworlds of major, galaxy-spanning corporations and institutions such as BoSS (Bureaus of Ships and Services) may also be considered administrative in nature. Low tech level planets could also be administrative, especially if the economy is directed entirely by the government. Optional Modifiers: +1 Starport; +1 Tech Level
14–21: Agriculture. This planet is dedicated to the production of food. The types of products can include grains, vegetables, fruits, meats, vitamins, dietary supplements, and water. Many ocean planets also rely on agriculture, through fishing or algae and vitamin farms. Incompatible Conditions: Asteroid Belt, Artificial Planet Type; Barren Terrain
22: Colony. This planet has been established and sponsored by another, more developed planet or corporation. Colonies are generally dependent upon the sponsor for supplies, and typically are subservient to its dictates. Colony worlds aren’t independent entities, although there may be a separatist movement. Colony planets generally produce goods only for consumption by the sponsor, and thus are often prevented from developing a self-sufficient economy or acquiring significant wealth. Many colonies are devoted to agriculture and mining.
23: Disaster. Disaster planets have gone through cataclysmic changes that have dramatically altered the world’s history. The event could have been a war that used atomic weapons, a plague, an industrial accident, a collision with a large stellar body (such as an asteroid) or a dramatic change in the nature of the system’s star (such as when stars balloon into red giants, incinerating all of the inner planets and drastically changing the climate of the surviving worlds).
The disaster could have occurred just a few years ago (generally making the world very dangerous), or it could have happened decades or eons ago (in which case the danger from the actual disaster may have passed, but the aftermath could be devastating). Optional Modifiers (if recent calamity): −3 Starport; −2 Tech Level; +3 Atmosphere
24: Entertainment. This planet’s business is show business. Holovids, musical groups and the businesses that distribute their works to the general public are dominant here. Some planets specialize in sporting events (such as swoop races), amusement parks, gambling or tourism.
25–26: Exploration. This planet, and the whole system for that matter, has seldom been visited, until now, when the characters have arrived. Exploration planets tend to have primitive technology levels (if there are even sentient species). There are few urban areas, with the emphasis on dangerous wilderness. Lost artifacts from past ages may be on these planets, or there may simply be wandering tribes of aliens who are eager to trade. These planets may be rich in natural resources.
There may be some hint of galactic civilization in these systems, or on the planet in question perhaps a secretive trader has retired here, or fugitives may be hiding from the Empire. These locales are excellent for hidden bases, or if near important trade routes, may be a convenient stopover for independent traders. Optional Modifiers: −2 Starport; −2 Tech Level
31: Hidden Base. There is a base on this planet that someone wants to keep a secret. This immediately sets up a conflict for the characters, since that someone will probably hunt them down to prevent anyone else from finding out about the base. Alliance and pirate bases are logical choices. Other options may include the Imperial military or corporate interests (possibly a weapons or biological engineering research facility). Wealthy individuals may have a private hideaway.
32–33: Homeworld. This result means the planet is a homeworld for an established alien species. It could be Calamari (home of the Mon Calamari and the Quarren), Sullust (home of the Sullustans), or one of thousands of other homeworlds throughout the galaxy. Most of these planets have modern starports, a sophisticated trader network and a high level of technology. Almost all homeworlds of atomic tech level or higher have already been subdued by the Empire unless the characters are in unexplored regions of space.
34: Luxury Goods. The planet produces luxury goods, such as liquor, finished gemstones (such as the Garnib crystals), spices, art or other goods. This planet may be self-sufficient, or may be devoted exclusively to producing the luxury good (which would require importing everything else).
35–41: Manufacturing/Processing. The inhabitants of this planet devote most of their time to manufacturing goods. The goods generally fit into three distinct categories: low tech, mid tech, and high tech. These goods may be for consumption by the planet’s own residents, or they may be for export to other planets. They may be finished items, which are shipped directly to markets, or the planet may be an intermediary step, whereby the planet takes in raw materials from one planet, and then processes the material so that it can be used in the production of a finished good, which is manufactured someplace else. • Low Tech: Simple manufactured goods, such as handiwork, native crafts, furniture, basic medicines and woven cloth. • Mid Tech: Textiles, mechanical weaponry (projectile weapons), pharmaceuticals, paper goods, vehicles, and primitive versions of high tech goods, such as computers and plastics. Assembly line factories are frequently necessary to produce these goods. • High Tech: Modern computers, blaster weapons, super-hard plastics and alloys like transparisteel, polymers, chemicals, bioengineered life forms, advanced bio-immune medicines, cybernetics, medical equipment, droids, vehicles and starships.
Optional Modifiers: • Mid tech planets: +2 Starport; +2 Tech Level • High tech planets: +3 Starport; +4 Tech Level
42: Military. This planet is an important Imperial military facility. It has one or several large bases. Sector capitals, planets near strategic trade routes, Imperial ship yards, and weapons manufacturing planets have huge military bases. Optional Modifiers: +3 Starport; +2 Tech Level
43–46: Mining. Mining planets depend upon the minerals and metals locked beneath the ground. These planets truly drive the Imperial economy, because without the raw materials there would be no starships or vehicles. Blaster gases are also mined, but are taken from gas giants (such as the Tibanna gas mine on Bespin). Optional Modifiers: +2 Starport; +1 Tech Level
51–55: Natural Resources. These planets utilize naturally occurring resources such as wood (for logging), animal skins, and glaciers (“harvested” for fresh water). Other products that could be harvested are raw materials for medicines and pharmaceuticals, and may be either plant or animal derived. This category differs from agriculture because the products aren’t food.
56: Research. These planets are used for scientific and academic research. The world may have abundant resources, but the particular company or university may have an exclusive charter and is allowed to decide who develops the planet. Research may be for purely scientific or academic knowledge, but other planets are studied for new chemical compounds with practical applications.
61: Service. Service planets tend to have a multi-classed social system and great wealth. The exclusive higher classes have control over the wealth and resources, and the lower classes provide services and goods to the wealthier individuals. Service planets tend toward direct sale to consumers, or may be devoted to banking, legal services, medical services, or financial markets. Optional Modifiers: +1 Starport; +2 Tech Level
62–63: Subsistence. A planet with a subsistence economy is working hard just to survive. There is little to send to other worlds to generate income, and if the planet has to import many goods, the debt could be staggering. Another option is a planet that depended upon one product which has lost a great deal of its value, and as a result, unemployment and poverty have grown dramatically in recent times.
64–66: Trade. Trade planets tend to be the most active and exciting planets in the Star Wars galaxy. They are blessed with being on a good trade route, and as a result, everyone stops here to sell goods, make deals and purchase goods for resale at other locations. Sector capitals, planets that produce many different products and planets with wealthy populations are often trade planets. Optional Modifiers: +3 Starport; +2 Tech Level
Government is the means by which a society determines what is permissible and what is forbidden. Governments can regulate business or corporate behavior, or even eliminate entities such as businesses. They can severely curb a citizen’s rights, or be very permissive.
The following results determine what type of government has been established on this planet, but it is up to the gamemaster to determine what the government in question believes in—these categories simply detail by what means the government operates. If the gamemaster wishes to generate more variety, roll on this chart multiple times to determine secondary governments or to determine a strong influence within the prime system of government.
One thing to remember is that most planets in the galaxy during the Rebellion Era are under the firm control of the Empire. This chart assumes that the planet is under Imperial control (with the notable exception of the Rebel Alliance result), although many primitive planets (feudal or stone tech levels) have been left alone simply because they offer too few resources or tax revenues to be worth the effort.
Most Imperial planets have been allowed to retain their traditional form of government, but all Imperial worlds have troops and equipment deployed to help the local population remember who is in control of the situation. Many, but not all, planets have Imperial governors who act as liaison between the Empire and the planetary government. On some worlds, the governor has assumed control (an action well within his or her authority). Particularly troublesome worlds are often subdued by Imperial military crackdowns.
To determine the government type, use the six-sided percentile system. This generates totals between 11 and 66. It is best to use two different color dice, reading one color die before the other. For example, if you’re reading the red die first, and you roll a “5” on the red die and a “6” on the blue die, your roll is a “56” (Representative Democracy).
| D6% | Result |
|---|---|
| 11 | Alliance/Federation |
| 12 | Anarchy |
| 13–16 | Competing States |
| 21–22 | Corporate Owned |
| 23–24 | Dictatorship |
| 25 | Family |
| 26–31 | Feudalism |
| 32 | Guild/Professional Organizations |
| 33–42 | Imperial Governor |
| 43–45 | Military |
| 46–52 | Monarchy |
| 53 | Organized Crime |
| 54 | Participatory Democracy |
| 55 | Rebel Alliance |
| 56 | Representative Democracy |
| 61 | Ruler by Selection/Rite |
| 62 | Theocracy |
| 63–66 | Tribal |
11: Alliance/Federation. Several different groups (tribes, nation-states, corporations, or whatever else—you decide) have formed an alliance. The degree of cooperation and the vitality of the alliance differs from situation to situation. Typical purposes for alliance include an improved economy, mutual defense, or the arrival of a situation so compelling that the different groups can put aside their problems to accomplish “a greater good.” Betrayal is always a possibility, especially if there are other competing alliances.
12: Anarchy. Anarchists stand for the individual and his or her rights above all else, including government. Anarchist governments could conceivably be quite elaborate, but would exist only to insure that each individual has complete freedom. Anarchism is commonly perceived as a lack of law and order, and on many planets, that is indeed the truth.
13–16: Competing States. Several nation-states, tribes, or corporations are actively competing for control of the planet. The intensity and type of competition varies, and can range from economic competition to open war.
21–22: Corporate Owned. This planet is owned by a corporation, trade guild, or other large business interest. Most of these planets produce goods for use or resale by the parent corporation. Other corporate planets are for the pleasure and relaxation of the executives and employees—in essence, giant recreation planets. Residents are almost always employees of the corporation, and have strict guidelines and rules to follow, such as having to pay rent on corporate housing, or being required to purchase goods only from corporate retailers.
The corporation is allowed to do whatever it likes (with the agreement of the Empire, of course). Conditions on planets are widely variable, from harsh and repressive to agreeable and comfortable. Optional Modifiers: +3 Starport; +2 Tech Level
23–24: Dictatorship. Dictatorships are commanded by a single individual, such as a charismatic military officer, or an insane politician who will execute anyone. Dictatorships are almost always repressive and intolerant of divergent political, philosophical, and social views.
25: Family. The most important social organization on the planet is the family. There are a variety of possible scenarios, including a pre-tribal state, where families have little or no technology and constantly engage in warfare with each other. At higher tech levels, a small group of elite families could control the government, either overtly or through behind-the-scenes manipulation of the government in power.
26–31: Feudalism. A multi-structured social system, in which important officials (nobles or royalty) are entrusted with a specific area of land. They must manage the territory, provide tax revenues to higher-level officials, and make sure that the commands of these higher-level officials are carried out.
32: Guild/Professional Organizations. The planet is controlled by a guild dedicated to the advancement of a particular occupation or philosophy. Many trade planets are run by trade guilds. These guilds may also control certain portions of the government, and subtly direct the kind of legislation and decisions that are made.
33–42: Imperial Governor. This is a planet where the designated Imperial governor has taken control, either due to civil unrest, sheer ego, or belief that the previous government was inept, disloyal, or unresponsive.
43–45: Military. Military planets are controlled by either the Imperial military or a local military organization. They tend to have governments which perpetuate only the military structure, ignoring the needs and desires of the civilian populations—martial law is a way of life. Harsh, brutal crackdowns can occur with only minor provocation. Civil rights take a low priority when compared to accomplishing government goals.
46–52: Monarchy. A type of government where absolute authority is granted to one individual, often called a king or queen. The leadership position is normally granted by heredity. Planets may have patriarchal (only male rulers) or matriarchal (only female rulers) societies.
53: Organized Crime. A planetary or galaxy-wide criminal organization has established a government loyal to the criminal leaders. Organized crime planets are typically run so that only those who are unswervingly loyal to the criminal organization receive advancement and promotions; opponents are simply eliminated.
Organized crime may also covertly control a government by bribing or blackmailing officials, or threatening their families. These governments are typically oppressive.
54: Participatory Democracy. Citizens vote directly on important issues (some advanced planets have citizens vote on virtually every proposed bill).
55: Rebel Alliance. A government that supports the Rebel Alliance and its objectives. Few planets can risk openly supporting the Alliance (Alderaan is a painful example of what happens to openly rebellious worlds), but several planets secretly shuttle funds to Rebellion coffers, or offer safe passage for Rebel agents, supplies, and weaponry. Hidden Rebel safe worlds also qualify for this designation.
56: Representative Democracy. Planets with a representative democracy have citizens choose officials, who are then charged with representing the “public interest.” These type of governments can experience radical shifts in goals and policy if the population is unsatisfied with performance and threatens to remove the representatives from office.
61: Ruler by Selection/Rite. The ruler is chosen by a series of trials, physical, mental, or both. While these governments are often found on more primitive planets, advanced civilizations may use complex testing methods to determine who is most fit to govern a planet, nation, or locality.
62: Theocracy. A government run by a religious organization. Typically, the citizens are required to participate in certain religious rites and profess faith in the tenets of the religion. Theocracies may be highly tolerant of divergent views, but some are also quite repressive.
63–66: Tribal. Tribal governments seldom control more than a small portion of the planet. Tribes are groups of many families who have banded together for mutual survival, or who share common beliefs. Tribes are often precursors to city-states and nation-state governments, but many highly advanced and sophisticated tribal governments are found on planets throughout the Star Wars universe. Tribes can be nomadic, depending almost entirely upon hunting and foraging for food, or they can settle, which indicates the development of agriculture.
Source: REUP:455