Making a New Crystal Sphere (Spelljammer Supplement)

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System Type[edit]

01-95 Standard system (as shownon system display).

96-00 Special system (roll again on following table or choose

01-20 Fixed system

21-30 Random movement

31-40 Semi-random movement

41-70 Single planet (roll no further)

71-95 Void

96-00 Nested spheres

Primary Type[edit]

01-70 Sun (fire body)

71 -95 Planet (roll again)

01-80 Earth body

81-90 Air body

91-00 Water body

96-99 No primary; the planets orbit an empty spot at the center

00 Portal to another plane(roll again)

01-30 Outer plane

31-50 Plane of elemental fire

51-60 Plane of elemental earth

61-70 Plane of elemental water

61-80 Plane of elemental air

81-90 Positive material plane

91-00 Negative material plane

Number of Planets[edit]

01-05 One planet

06-10 Two planets

11-15 Three planets

16-20 Four planets

21-30 Five planets

31-45 Six planets

46-55 Seven planets

56-65 Eight planets

66-75 Nine planets

76-85 Ten planets

86-90 ld20 planets

91-00 No major planets; entire sphere has small planetoids, debris, etc.(roll no further)

Planetary Movement

01-95 Planets are worlds orbiting around a central point.

96-00 Planets are carried on the backs of large worldcreatures which carry the spheres about.*

• Planets carried on boats sailing on a sea of wildspace, or even water

• Planets mounted on the tops of infinitely tall pillars. Anyone who sails downward can travel indefinitely without ever reaching the bottom

• Planets mounted on enormous,clockwork gears

• Planets tumbling eternally downhill. Even after making one complete trip around the primary body, they are still rolling downhill(who can explain such mysteries?)

• The sphere could be divided into two distinct and separate hemispheres with completely different systems in each. The systems could be divided by a flat ocean which stretches to the limits of the sphere, or by an extension of the sphere material itself.

Planetary Motion

01-10 No movement—fixed planets

11-15 Random movement within sphere

16-50 All planets move clockwise in orbit

51-90 All planets move counterclockwise in orbit

91-00 Each planet moves

clockwise (01-50)

counterclockwise (51 -90)

fixed (91-00)

Planetary Characteristics[edit]

roll for each Planet

Planet Type

Roll Percentile Dice:

01-40 Earth type

41-60 Fire type

61-80 Air type

81-99 Water type

00 Liveworld (optional)


Planet Size

Fire and Air Types

01-02 Size A

03-05 Size B

06-10 Size C

11-20 Size D

21-35 Size E

36-50 Size F

51-70 Size G

71-85 Size H

86-95 Size I

96-00 Size J


Earth and Water Types

01-05 Size A

06-10 Size B

11-20 Size C

21-40 Size D

41-60 Size E

61-80 Size F

81-90 Size G

91-00 Size H

Shapes

01-05 Amorphous

06-15 Belt

16-20 Cluster

21-65 Spherical

66-70 Cubic

71-90 Flatworld

91-95 Elliptical

96-99 Regular

00 Irregular

Goodies(optional) moons and other fun

01-10 Single moon. Also roll again, ignoring a second result of 01 -10

11-20 1-4 moons

21-25 1-4 moons and roll again

26-35 Cluster of asteroids

36-45 Ring (earth)

46-55 Ring (fire)

56-65 Ring (water/ice)

66-75 Planet hotter than normal

76-85 Planet colder than normal

86-95 Vacuum

96-99 Civilization—world empire

00 Roll twice


Explanations Moon: Moons will be no larger than one size smaller than the planet they orbit (moons orbiting size A planets are also size A). Other attributes are set by the DM.

Cluster: Similar to a moon, but consists of a tight bundle of asteroids in a close orbit around the planet.

Ring: Rings can be asteroid belts, frozen water, or ribbons of fire.

Planet hotter than normal: When laying out the planet, give it lots of baked deserts, steaming jungles, dripping rain forests, and tropical swamps.

Planet colder than normal: Locked in either a permanent or temporary ice age. Wind-swept mountains, drifting snow, and glaciers are the norm planet-wide.

Vacuum: Most worlds have an atmosphere of some type, but there are exceptions. Only water and earth-type worlds can have this attribute. In the case of earth worlds,the planet's surface is exposed to raw, lifeless space, while on water worlds, there is usually a shell of ice covering the water beneath.

Civilization—world empire: Most fantasy worlds are mired in the Middle Ages, with a huge number of small, petty states and warlords. Fewer are capable of creating a continent-wide string of nations and very, very few are under the control of a single leader or group of leaders.

Part 5: Planetary Placement Start at the center of the system on the inner orbital track and roll Id6.

That is how far out (in rings) the first planet is. Repeat the process for each planet beyond the first, counting out from each previous planet.

When the planets being placed move out past the 200-million-mile mark, go to the outer track.

The next planet will be in the 400 million mile area. Continue the procedure using a four-sided die until you run out of planets.

The crystal shell of the system will always be as far from the outermost orbit as that orbit is from the primary body of the system. In cases of randomly moving planets, use the outermost planet's set-up location as itsorbital distance

sj-planetarydisplaymap.jpg
planet display. Source





For those the need a quick random system http://lost.spelljammer.org/RandomCrystalSphere/ Back to Main Page5e HomebrewSpelljammer (5e Campaign Setting)

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