Hilander RPGs

Star Maps & Sectors

Star Map

Let's bash out a Sector of space together. Of course, it's not the only sector, but getting to others requires access to a Warp Ring, which is pretty expensive, even when they are functioning properly.

  1. Draw 12 circles on a piece of paper. Number them 1-12.
  2. Draw 13 lines connecting those circles.
  3. Each circle is a System. Each line is a jump-route.
  4. Mark 3 circles with triangles. These systems are hazardous.
  5. Mark 2 circle with a "T." These systems are tolled.
  6. Mark each tolled system and 3-4 other systems with a "P." These systems contain ports.
  7. Mark 3 systems with an "M." These systems contain mysteries, like these.
  8. Mark 1 system with >>, this system contains a warp-ring allowing travel to neighboring sectors. It's:
    1. partially destroyed
    2. controlled by a hostile faction and heavily taxed
    3. offline for unknown reasons
    4. mislaunching, sending ships to unknown coordinates
    5. guarded and heavily taxed
    6. guarded and open to non-criminals
d6 Sector Hazards
1 Nebular Storm, jump impossible for d4 turns, continue to check for encounters.
2 Asteroid Field, piloting save required or d4 ship damage taken.
3 Raiders, enough to be threatening, demand tribute.
4 Temporal Disturbance, d4 years pass outside the sector.
5 Trespasser, something silently boards the ship.
6 Massive Astral Squid, tries to eat the ship.

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d6 Space Ports
1 A barely-settled planet.
2 An old, crumbling station.
3 A resort planet for the wealthy.
4 An industrial station: mining, manufacturing, etc.
5 An old world, full of cities and industry.
6 A top-of-the-line research station.

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d6 Astral Mysteries
1 Site of the ancients.
2 Abandoned space port.
3 Drifting derelict.
4 Wormhole into a different dimension.
5 Forbidden planet.
6 ???

Star Crawling

A Stellar Turn takes about a week, and gives the party time to Jump or Rest.

After each stellar turn, the Referee rolls a d6 Encounter dice, triggering an encounter on a 1.

On jumping into a Hazardous system, the local hazard occurs on a roll of 2.

Tolled systems ignore all events except for 5 & 6, but don't take kindly to anyone of a less-than-stellar reputation, and may charge extra for docking. (The blasted economy, again!)

d6 Encounters in Space
1 Pirates, scanning for vessels.
2 Wreckage, a chance for risky rewards.
3 Signal, someone broadcasts a message, warning, or SOS call.
4 Astral Life, interested in the ship for some reason.
5 Engine trouble. If you get this result again, your ship can't jump until repaired.
6 Wanderer, see below

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d6 Astral Wanderers
1 Antonius, a Toggin "merchant" usually looking to find or quickly offload "Shaper Artifacts."
2 Belgrande, a female cyborg bounty-hunter, looking for a fugitive named Antonius.
3 Hiburniad, a Figlis ship spreading the "gospel of the forgotten," which is a lot of Pro-Shaper propaganda according to most. They'll help out if they can, as long as you stay open-minded about them. Led by "Luminary Grixin."
4 DX-10, a secretly sentient droid freighter "running top-secret missions" for "the Liberation." It's actually just watching a lot of media where it thinks humans won't notice.
5 Meris, a vezi sea-ship collecting rare aquatic specimens for their famous zoo. They're also running powerful psionic drugs.
6 Rrrgkalin, a Domin Pirate cruiser, blustering and threatening. Most of their weapons are offline, but they're still operating a successful operation purely on bluff.

#glog_astra #systems