The Observatory:
Expanded World Creation Rules for Stars Without Number
By Richard Hazlewood
The following rules supplement requires the use of the Atmosphere type, roll 2d6 and consult the table below. If
Stars Without Number rulebook. These supplemental you specifically intend the world to be populated by more
rules do not reproduce the entire rules section of the SWN than a few tens of thousands of people, you may simply
rulebook. Definitions of terms and details on how to use wish to assume it has a Breathable atmosphere.
these rules are provided in the SWN Rulebook. Alternately, roll 1d6 and use the “Breathable” column to
determine the specific atmosphere type on the table
The creation of an interstellar Sector should be completed below:
using the rules starting on page 81 of the SWN rulebook.
Once the sector has been created, the individual worlds 2d6 1d6 Atmosphere
can be detailed using the rules in Chapter 7: World 2 Corrosive
Generation, beginning on page 87. The following 3 Inert Gas
supplemental information can be used to help randomly 4 Airless Atmosphere
determine additional details about a world, expanding on 5 1 Thin Atmosphere
the rules in SWN. 6 2 Breathable Mix
7 3 Breathable Mix
One important point that is mentioned numerous times in 8 4 Breathable Mix
the SWN rulebook: if you don’t like the result of a 9 5 Breathable Mix
random roll, change it. This is very important in the world 10 6 Thick Atmosphere
creation rules. Even with the revised rules listed below, it 11 Invasive, Toxic Atmosphere
is still quite possible to roll a world that just doesn’t make 12 Corrosive, Invasive Atmosphere
sense to the GM. If that is the case, the GM should change
any, or all, of the characteristics of the world to get Definitions of new Atmosphere types:
something that suits the setting. While it can be fun trying
to come up with explanations for how a weird Airless atmospheres are appropriate to asteroids, rocky or
combination of factors could exist on a particular world, if icy planetoids or barren worlds that have had their
there are too many strange worlds in a sector, it strains the atmospheres burnt off by weapons or cosmic caprice.
imagination of the GM and the believability of the While there may be a very thin atmosphere, like Mars,
players. whatever atmosphere exists is usually too thin to support
anything other than microbial life.
An important note is that the tables below and the tables
in the SWN Rulebook should only be used for the Thin atmospheres can usually be breathed with the use of
primary world in a star system. These tables are NOT a filter/compressor mask. Separate air supplies may be
useful for determining a random world or even other necessary to supplement the blend, but any society that
worlds in the same system. A detailed star system means to survive on such a world must have sufficient
generation method will be presented in a future article. technological expertise to maintain large numbers of
filter/compressor masks and be able to manufacture and
The World Generation Summary on page 88 of the SWN store compressed gas (TL2). Thin atmospheres may be
rulebook should be used to create the worlds in a sector. breathable in rift valleys or other deep depressions in the
The following discussion is additional information that planet’s surface. Temperatures tend to vary wildly on
can be used to create more ‘realistic’ worlds. worlds with thin atmospheres, plunging to very low
temperatures at night.
Atmosphere
An expanded Atmosphere table is provided below, with
several new atmosphere types. To determine the
Temperature
Temperature can be determined by rolling 2d6 and a populous human presence, you may want to avoid the
consulting the appropriate column for the atmosphere Frozen or Burning temperature options.
type of the world. Again, if you intend this world to have
2d6 Breathable Thick Thin Airless Corrosive/Invasive
2 Cold-Temp Cold-Temp Cold-Temp Frozen Frozen
3 Cold-Temp Cold Cold Frozen Cold-Temp
4 Cold Cold Cold Cold-Temp Cold
5 Cold Temperate Cold Cold Cold
6 Temperate Temperate Cold Cold Cold
7 Temperate Temperate Temperate Temperate Temperate
8 Temperate Warm Temperate Temperate Warm
9 Warm Warm Temperate Warm Warm
10 Warm Warm Warm Warm Warm
11 Temp-Warm Warm Warm Temp-Warm Temp-Warm
12 Temp-Warm Temp-Warm Temp-Warm Burning Burning
Biosphere
Most inhabited worlds have some kind of life on them, Roll 2d6 and consult the table below, using the
whether native or imported from Terran stock. appropriate atmosphere column. Most human-inhabited
2d6 Breathable Thick Thin Airless Corrosive/Invasive
2 Remnant Remnant Remnant Remnant Remnant
3 None None None None None
4 Microbial Microbial None None None
5 Microbial Microbial Microbial None None
6 Miscible Microbial Microbial None Microbial
7 Miscible Miscible Miscible None Microbial
8 Miscible Immiscible Immiscible None Immiscible
9 Immiscible Immiscible Immiscible None Immiscible
10 Immiscible Immiscible Hybrid Engineered Immiscible
11 Hybrid Hybrid Hybrid Engineered Immiscible
12 Engineered Engineered Engineered Immiscible Engineered
Population
Roll 2d6 and consult the table below. Additionally, the This table assumes that the planet has some kind of
GM is encouraged to include DMs based on the setting population. If the Referee wishes to impose a population
assumptions. If the region is to have a more frontier feel, of zero, for an uninhabited world, that is fine, but these
then a -1 or -2 DM should be imposed. If the sector or rules will not normally generate such a world. The 2d6
region is fairly well settled, then a +1 DM might be table provided actually goes from 1 to 13. GMs are
appropriate. The final population should make sense encouraged to impose DMs based on the desired feel of
based on the overall habitability of the world as the setting.
determined so far; but don’t be afraid to accept an unusual The following general DMs should be applied based on
result if you’ve got an idea about how to explain it. The the Temperature of the world:
Scream did weird things to planetary populations and
even after five hundred years, those effects can still be -1 if Warm or Cold, -2 if Variable, -3 if Frozen or
seen in the populations of some worlds. It is also likely Burning.
that the GM may want to come back and adjust the
population based on the World Tags (determined later) or
other social factors that could reasonably affect the
population of a world. Extremely high or low Tech Level
should affect the population as well as Tags like Feral,
Outpost etc.
2d6 Breathable Thick Thin Airless Corrosive/Invasive
1- Outpost Outpost Outpost Outpost Outpost
2 Failed Colony Failed Colony Failed Colony Failed Colony Failed Colony
3 Outpost Outpost Outpost Outpost Outpost
4 10 Thousand Outpost Outpost Outpost Outpost
5 10 Thousand 10 Thousand 10 Thousand Outpost Outpost
6 100 Thousand 10 Thousand 10 Thousand Outpost Outpost
7 100 Thousand 100 Thousand 10 Thousand 10 Thousand Outpost
8 100 Thousand 100 Thousand 100 Thousand 10 Thousand 10 Thousand
9 Million 100 Thousand 100 Thousand 10 Thousand 10 Thousand
10 10 Million Million Million 100 Thousand 100 Thousand
11 Billion 10 Million 10 Million Million Million
12 Alien Alien Alien Alien Alien
13+ 10 Million 10 Million 10 Million 10 Million 10 Million
New Population Ranges: Tens of Millions of inhabitants have populations
determined by rolling 1d6 on the following table:
Failed Colonies usually have no residual populations. 1d6 Tens of Millions Population
However, there are occasionally stubborn or hearty 1 1d10 * 10 Million
individuals that survive the collapse of their world. Roll 2 1d10 * 10 Million
1d6 and on a 5 or 6, assume that the failed colony has the 3 1d10 * 10 Million
equivalent of an Outpost population living in scattered 4 1d10 * 50 Million
settlements of a few dozen people. 5 1d10 * 50 Million
6 1d10 * 100 Million
Outposts have populations determined by rolling 1d6 on
the following table: Billions of inhabitants have populations determined by
1d6 Outpost Population rolling 1d6 on the following table:
1 1d10 * 100 1d6 Billions Population
2 1d10 * 100 1 1 Billion
3 1d10 * 100 2 1 Billion
4 1d10 * 500 3 1 Billion
5 1d10 * 500 4 1d3 Billion
6 1d10 * 1000 5 1d3 Billion
6 1d6 Billion
Millions of inhabitants have populations of 1d10 Million
people.
Alien civilizations have populations determined by rolling 1d6 Alien Population
1d6 on the following table and then rolling on the 1 Remnant
appropriate population table above: 2 100 Thousand
3 Million
4 10 Million
5 Billion
6 Billion
Tech Level
Roll 2d6 and consult the table below based on the type of As with the Population table, this table goes from 1 to 13,
population on the world. Worlds with less than tech level allowing the GM to impose DMs based on the desired
4 are usually incapable of interstellar flight, so typically setting, or on other factors.
have little or no interstellar contact. Tech level is another
table where the GM should adjust numbers to suit the
region they desire to create.
2d6 Remnant Outpost 10 Thousand 100 Thousand Millions, 10 Millions and Billions
1- Tech Level 0 Tech Level 2 Tech Level 0 Tech Level 0 Tech Level 1
2 Tech Level 0 Tech Level 3 Tech Level 0 Tech Level 0 Tech Level 2
3 Tech Level 0 Tech Level 3+ Tech Level 1 Tech Level 1 Tech Level 3
4 Tech Level 0 Tech Level 4 Tech Level 2 Tech Level 2 Tech Level 3+
5 Tech Level 0 Tech Level 4 Tech Level 3 Tech Level 3 Tech Level 4
6 Tech Level 0 Tech Level 4 Tech Level 3+ Tech Level 3+ Tech Level 4
7 Tech Level 0 Tech Level 4 Tech Level 4 Tech Level 4 Tech Level 4
8 Tech Level 0 Tech Level 4 Tech Level 4 Tech Level 4 Tech Level 4
9 Tech Level 1 Tech Level 4 Tech Level 4 Tech Level 4 Tech Level 4
10 Tech Level 1 Tech Level 4 Tech Level 4 Tech Level 4 Tech Level 4+
11 Tech Level 1 Tech Level 4 Tech Level 4 Tech Level 4+ Tech Level 4+
12 Tech Level 2 Tech Level 4+ Tech Level 4+ Tech Level 5 Tech Level 5
13+ Tech Level 3 Tech Level 5 Tech Level 5 Tech Level 4+ Tech Level 4+
New Tech Level Range:
Tech Level 3 with specialties is a fairly common version
of a Tech Level 3 society that experiences occasional
interstellar contact. While the majority of the world’s
technology is solidly Tech Level 3, in some areas,
typically space travel and weapons technology, the world
is able to produce versions of Tech Level 4 items. Spike
drives are typically limited to Drive-1.
World Tags
Roll 1d100 twice and consult the table. These two Tags information from the Mongoose Traveller OGL to
give striking or specific details of what makes the world increase the number of world Tags. New World Tags
worth notice to starfaring adventurers. The original table (explained below) are shown in italics.
only had 60 entries. I have used the World Quirk
1d100 World Tag 1d100 World Tag
01 Abandoned Colony 48 Out of Contact
02-03 Alien Ruins 49 Outpost World
04 Altered Humanity 50 Peaceful
05 Area 51 51 Perimeter Agency
06 Artistic 52 Pilgrimage Site
07 Badlands World 53 Police State
08 Bubble Cities 54 Preceptor Archive
09 Civil War 55 Pretech Cultists
10 Cold War 56 Primitive Aliens
11-12 Colonized Population 57-58 Progressive
13 Deceptive 59 Psionic Fear
14-15 Desert World 60 Psionic Worship
16 Eugenics Cult 61 Psionic Academy
17 Exchange Consulate 62-63 Quarantined World
18 Fashion 64 Radioactive World
19-20 Feral World 65-66 Recovering
21 Flying Cities 67 Regional Hegemon
22 Forbidden Tech 68-69 Restrictive Laws
23 Freak Geology 70 Rigid Culture
24 Freak Weather 71 Seagoing Cities
25 Friendly Foe 72 Sealed Menace
26-28 Fusion 73 Sectarians
29-30 Gold Rush 74 Seismic Instability
31 Hatred 75 Secret Masters
32 Heavy Industry 76 Taboo
33-34 Heavy Mining 77 Theocracy
35 Honorable 78 Tomb World
36 Hostile Biosphere 79-80 Tourist Attraction
37 Hostile Space 81 Trade Hub
38 Liberal 82-85 Tyranny
39-40 Local Specialty 86 Unbraked AI
41 Local Tech 87-90 Unusual Custom
42 Major Shipyard 91 Violent
43 Minimal Contact 92-95 Warlords
44-45 Misandry/Misogyny 96 Xenophiles
46 Obsessed 97-99 Xenophobes
47 Oceanic 100 Zombies
New World Tag Descriptions:
Artistic
Art and culture are highly prized. Aesthetic design is important in all items produced on this world and even mundane
items, like screwdrivers, are decorated and artistically embellished. Offworlders who do not appreciate the artistry and
aesthetic designs can be shunned or ostracized.
Enemies Dishonest art dealer, Offended artist, Offworld art thief
Friends Flamboyant artist, Conscientious worker, Enthusiastic art historian
Complications Fines for lack of artistry, Accidental damage of artwork, hidden character talent
Things Unique collectable artwork, Aesthetic mundane items, Offworld art as new trend
Places Antique shop, Art Gallery/Museum, PreTech art factory
Deceptive
Trickery and equivocation are considered acceptable. Honesty is a sign of weakness.
Enemies Dishonest customs official, Fence for stolen goods, Unbribeable official
Friends The only honest merchant in the world, Admiring con artist, Stranded offworlder
Complications Stolen cargo, Forged currency, Bureaucracy that runs on bribery
Things Illegal cargo, Fake PreTech/PsiTech/XenoTech/MalTech artifact, Thieves‟ tools
Places House of illusion, Festival of tall tales, Bureaucratic administration
Fashion
Fine clothing and decoration are considered vitally important in the culture. A significant portion of each person’s
income is spent on clothing and accessories. Underdressed characters have no standing here.
Enemies Egotistical fashion designer, Sack-cloth wearing revolutionary, Elegant fashionista
Friends Bemedaled police officer, Jeweler, Up-and-coming fashion designer
Complications Fines for plain clothing, Fashion models get special treatment, Designer using offworld designs and
selling them as his own
Things Jewelery with built-in electronics, Exotic clothing, Historical fashions
Places Fashion show, Clothing superstore, Outlet mall
Fusion
The culture is a merger of two distinct cultures. Roll again twice to determine the tags inherited from these cultures. If
the tags are incompatible, the culture is likely to be divided.
Enemies Cultural purist, Suspicious offworld anthropologist, Misguided social integrator
Friends Child of two cultures, Cultural attaché, Native guide
Complications Character is from of one of the original cultures, Corned-beef with cabbage and humus,
Things Expensive integrated artwork, Exotic blended foods, Mismatched clothing
Places Fusion restaurant, Cultural heritage museum, Twisted cultural location
Honorable
On this world, one’s word is one’s bond. Lying is both rare and despised. Written contracts are rare and people abide
by the spirit of the law, not just the letter of the law.
Enemies Liar in the midst, Honest opposition, Affronted former business partner
Friends Honest merchant, Paladin guard, Friendly waiter
Complications A not-so-simple misunderstanding, Caught in a lie, Over helpful business partner
Things Too much cargo, Lie detector, PreTech artifact that enforces honesty
Places Hall of honorable sacrifice, Business centre, Prison
Liberal
The planetary culture welcomes change and offworld influence. Characters that bring new and strange ideas will be
welcomed. Depending on the speed of the changes brought to the planet, significant cultural upheaval could be taking
place.
Enemies Conservative activist, Offworld con-man, XenoTech thief
Friends Cultural advisor, Eager merchant, Xenophilic romantic
Complications Unintended fad, Conservative demonstration/rally, Environmental impact
Things Wide variety of XenoTech, Plans for the next big trend, Fake XenoTech
Places Multi-Worlds fair, Import business, History of fads museum
Obsessed
Everyone is obsessed with or addicted to a substance, personality, act or item. This monomania pervades every aspect
of the culture.
Enemies Addict in need of next fix, Entitled dealer, Obsessed mob
Friends Reformed addict, Offworld anthropologist/medic, Counter-culture Advocate
Complications Characters (unknowingly?) have ingredient key to the obsession, No time to service the ship due to
obsession, The obsession is no longer available.
Things Cash for obsession, The substance or object obsessed over, Cure for the obsession
Places Abandoned manufactories, Looted stores, Building dedicated to the obsession
Peaceful
Physical conflict is almost unheard-of. The culture produces few soldiers and diplomacy reigns supreme. Forceful
characters will be ostracized.
Enemies The one violent person on the planet, Master orator, Obsessed stalker
Friends Fascinated anthropologist, Pacifistic guru, Lovestruck peacenik
Complications Nonviolent demonstration, Peace is secured through drugs, Invaders or pirates
Things Book outlining perfected debating techniques, Weapons used for different purposes, Mind control
device that ensures peace
Places Center of reason, Self defense class, Ancient battle site
Progressive
The culture is expanding and vibrant. Fortunes are being made in trade and science is forging bravely ahead.
Enemies Unscrupulous merchant, Conservative terrorist, MalTech scientist
Friends Budding Entrepreneur, Eager young scientist, Offworld advisor
Complications MalTech violations, Parade promoting advancement, Jealous neighbor tries to slow down or stop
the rapid progress
Things Rich literature or artwork, Hidden cache of PreTech equipment, Plans for the next great project
Places Construction site, Outdated space station ready for demolition, University research centre
Recovering
A recent trauma, such as a plague, war, disaster or despotic regime has left scars on the culture. The culture of the
world is changing quickly and there are several possibly conflicting changes occurring at the same time as the society
figures out how to deal with the after effects of the trauma.
Enemies Member of the group that caused the disaster, Dishonest merchant, Misinformed helper
Friends Disaster response team leader, Local aid worker, Zealous young revolutionary
Complications Disaster was man-made and could happen again, Conflicting recovery plans, Significant number of
people want a return to the “good old days”
Things Proof the disaster was caused by a particular person or group, Medical equipment, Historical
records from before the disaster
Places Aid station or hospital, Rebel hideout, Wrecked space station
Taboo
A particular topic is forbidden and cannot be discussed. Characters who unwittingly mention this topic will be
ostracized.
Enemies Fanatic who wants to ensure the characters do not break the taboo, Deliberate taboo breaker,
Suspicious taboo enforcement officer
Friends Marginal Tabooist, Offworld anthropologist, Revolutionary leader
Complications Taboo is a common topic in the rest of the sector, Breaking taboo causes a violent reaction, Taboo
topic changes occasionally
Things Illegal device that breaks taboo, Device that enforces taboo, Collection of taboo items
Places Hidden location to experience the taboo subject, Taboo enforcement centre, Rehabilitation center
Tourist Attraction
Some aspect of the culture or the planet draws visitors from all over the sector. Much of the business on the world has
developed to cater to the visitors. There may be an underside of society that resents all of the offworld influence.
Enemies Controlling tour guide, Disgruntled xenophobe, Conservationist who hates how offworlders are
ruining the attraction
Friends Helpful tour guide, Accommodating merchant, Minister of tourism
Complications Tourists are slowly destroying the attraction, Attraction only appears periodically, Attraction is
dangerous in some way, Attraction is not a thing but a basic part of the world’s culture
Things Souvenirs, Illegal pieces of the attraction, Commemorative collectables
Places The attraction itself, Observation platform, Souvenir shop
Unusual Custom
The culture of the planet has some very unusual custom or habit that significantly sets it apart from most human worlds.
Examples of unusual customs include, but are not limited to: the status of offworlders, technology or cybernetics, life
cycle or end of life decisions, social standing or caste system, trade, nobility, sex, eating, travel or conspiracy. The
exact nature of the unusual custom must be determined by the GM.
Enemies Counter-culture extremist, Fanatic practitioner of the custom, Offworlder trying to change the
“obscene” custom, Custom police
Friends Open minded practitioner of the custom, Custom teacher, Friendly merchant of the custom
Complications Custom directly affects one of the characters for better or worse, Strong counter-culture movement
is trying to change or eliminate the custom, Custom is dangerous to those not from this world
Things Item that promotes the custom, Explicit recordings of the custom for offworlders
Places Designated facility for practicing the custom, Hidden club for counter-custom patrons
Violent
Physical conflict is common, taking the form of duels, brawls and other contests. Trial by combat is a part of the
judicial system. Personal affronts are typically dealt with quickly and personally.
Enemies Professional duelist, Offended fighter, Local bully
Friends Helpful young guide, Wise old master of arms, Honorable enemy
Complications Duels have unusual rules of conduct, Violence is being encouraged by offworlders, Violence
outside of the Code Duella is strictly forbidden
Things Usual weapons, Recordings of fights, Concealable body armor
Places Coliseum of violence, Slaughter house, Street riot
Dress the Set
One of the most important things a GM can do after
generating a random world is to make sure that everything
fits or makes sense. A paragraph or two to explain how
the various pieces of the world creation system fit
together, especially the Tags, will greatly assist the GM
when the Players come along and mess things up.