Generating Communities for the Star Wars
Roleplaying Game
By
JD Wiker
based on rules designed by Monte
Cook
Quite
frequently, the heroes in a Star Wars campaign come upon
a city, a village, or even a teeming metropolis, brimming with
life from a thousand different worlds. The Gamemaster often
needs to know several important facts about these communities to
make them come alive for the players. This system builds on
similar material presented in the Dungeons
& Dragons Dungeon Master’s Guide to
allow Star Wars GMs to quickly generate communities, from
tiny clusters of dwellings to vast cities spanning a hundred
square kilometers and reaching high into the sky.
Laying the Foundation
The first
step in the process is to decide the general size of the
community. The GM can either choose a community size that fits
his needs, or roll percentile dice to determine randomly. Note
that the community types listed here (thorp, small town,
metropolis, and so forth) are merely for reference. The GM might
choose to call a given community a base, commune, hub,
collective, hive, crèche, or any other name that fits. The
community might even be in a non-standard location, such as an
orbital space station, a sub-aquatic dome, or a
repulsorlift-supported platform located several kilometers above
the actual surface of the world where it is located. The
important this chart provides is the scale of the community,
expressed as the size of the adult population. (Depending on the
dominant species of the community, the number of nonadults will
range from 10% to 40% of this figure.)
Table
1: Random Community Generator |
D% |
Community
Size |
Adult
Population |
Credit Limit |
01-05 |
Thorp |
20-500 |
500 |
"06-15" |
Hamlet |
501-1,000 |
1,000 |
16-30 |
Village |
1,001-5,000 |
5,000 |
31-50 |
Small Town |
5,001-20,000 |
20,000 |
51-70 |
Large Town |
20,001-50,000 |
50,000 |
71-85 |
Small City |
50,001-100,000 |
100,000 |
86-95 |
Large City |
100,001-1,000,000 |
500,000 |
96-99 |
Metropolis |
1,000,001-10,000,000 |
1,000,000 |
100 |
Megalopolis |
10,000,001+ |
10,000,000 |
Community Wealth and Population
Every
community has a credit limit based on its size and population.
The credit limit (see Table 1) is an indicator of the price of
the most expensive item available in that community. Nothing
that costs more than a community’s credit limit is available
for purchase there. Anything having a price under that limit is
most likely available. While exceptions are certainly possible
(a boomtown near a newly-discovered mine, a farming community
impoverished after a prolonged drought), these exceptions are
temporary; all communities will conform to the norm over time.
To determine the amount of ready cash in a community, or the
total value of an given item of equipment for sale at any given
time, multiply half the credit limit by one-tenth of the
community’s population. For example, suppose a group of heroes
brings a cargo of a dozen blaster pistols (each worth 500
credits) into a thorp of 200 people. Half the thorp’s credit
limit (250 credits) times one-tenth its population (20) equals
5,000 credits. Therefore, the heroes can only convert ten of
these blaster pistols to cash on the spot, before exhausting the
local cash reserves. In addition, some of this money will likely
be in actual hard currency, probably minted locally, rather than
more convenient credit transfers.
If those same heroes hope to equip a dozen newly recruited
followers with blaster rifles (at 1000 credits each), they can
find a single blaster rifle in even the smallest community. But
a community of at least 480 people is necessary in order to have
the resources to procure or produce that many weapons (500/2 =
250, 480/10 = 48, 250 x 48 = 12,000).
Power Center for the Community
Sometimes
all the GM needs to know about a community is who holds the real
power. If this is the case, use Table 2: Power Centers,
modifying the roll by the size of the community as explained
below:
Table
2: Power Centers |
1d20 |
Power
Center Type |
15 or less |
Conventional* |
16-21 |
Nonstandard |
22+ |
Mystical |
*10% of these have an alien power center in addition to the
conventional.
Community
Size Modifier |
1d20
roll |
Thorp |
-1 |
Hamlet |
0 |
Village |
+1 |
Small Town |
+2 |
Large Town |
+3 |
Small City |
+4 (roll two times) |
Large City |
+5 (roll three times) |
Metropolis |
+6 (roll four times) |
Megalopolis |
+12 (roll five times) |
Conventional: The community has a traditional form of
government—a mayor, a town council, a noble ruling over the
surrounding area under a greater liege, a monarch ruling the
community as a city-state. Choose whichever form of government
seems most appropriate to the area.
Nonstandard: While the community may have a mayor or a
town council, the real power lies in other hands. It may center
on a guild—a formal organization of merchants, craftsmen,
professionals, warriors, or organized criminals who collectively
wield great influence. Wealthy aristocracy, in the form of one
or more rich individuals with no political office, may exert
influence through their wealth. Prestigious aristocracy may
exert influence through their reputation and experience. Wise
elders may exert influence through those who respect their age,
reputation, and perceived wisdom.
Mystical: From a powerful temple full of priests to a
single Force adept cloistered in a tower, a mystic of some king
might be the actual, official ruler of the community, or perhaps
just someone with a great deal of influence. Depending on the
era in which the campaign takes place, a mystical power center
may be composed of actual Force users, those who only pretend to
be in touch with the Force, alternate Force–using traditions,
or even dark side devotees.
Alien: Not all communities completely govern themselves.
They may be answerable to unforgiving merchant coalition (such
as Hutts) who occasionally make nonnegotiable demands and insist
on being consulted in all major decisions, or alien warlords who
periodically collect tribute, troop levies, and exorbitant
taxes, while simultaneously passing down pronouncements that can
have devastating effects on the day-today lives of the
community’s population. An alien power center represents any
major influence (beyond just a simple nearby danger) held by a
sentient off-world concern not native to the community. Note
that during the Rebellion Era, the majority of
conventionally-ruled governments are also subject to
"alien" control—that of the Galactic Empire.
Conflicting Power Centers
As shown in Table 2: Power Centers, any community at least as
large as a small city has more than one power center. If a
community has more than one power center, and two or more of the
power centers have opposing goals (such as a brotherhood of
Force-using monks who refuse to bow to the will of the Emperor),
they conflict. Such conflict is not necessarily open conflict,
and sometimes the opposed power centers actually get along,
albeit grudgingly.
The GM will have to determine just how the various power
centers in a community interact. Do they cooperate in open
meetings, putting aside their differences and voting on measures
for the common good? Or do they struggle and argue over every
issue, constantly vying for power for themselves or their
constituency? A prestigious aristocracy may object to the
teachings of a Jedi academy in their community, while the Jedi
themselves nervously watch every move made by a guild of
warriors led by a Force-trained, but non-Jedi, warlord. All of
these combined may serve to drum up business for the powerful
merchant’s guild, but the merchants know that were open
conflict to erupt, then their livelihoods would suffer.
Community Authorities
It’s
often important to know who makes up the community’s authority
structure. The authority structure does not necessarily indicate
who’s in charge, but instead who keeps order and who enforces
the authority that does exist.
Captain of the Guard/Police
Prefect/Peacekeeper
This position generally devolves upon the highest-level thug
in the community, or one of the highest-level soldiers.
Alternately, a Jedi guardian or consular might serve in the role
of peacekeeper or judge:
d% |
|
Rank |
01-60 |
|
Highest-level thug |
61-80 |
Second highest-level soldier |
81-99 |
Highest-level soldier |
100 |
Highest level Jedi |
Use Table 3: Highest-Level Locals (Heroic Classes) or Table
4: Highest-Level Locals (Non-Heroic Classes), modified by Table
5: Community Modifiers, to determine this official’s level.
Guards/Soldiers
For every one hundred people in the community (round down),
the community has one full-time guard or solder. In addition,
for every twenty people in the community, an able-bodied member
the local militia or a conscript soldier can be brought into
service within just a few hours. (Don’t forget to include the
nonadult population in your calculations of the community’s
total population.)
Non-Heroic Characters in the Community
For
detailed city play, knowing exactly who lives in the community
becomes important. The following guidelines allow you to
determine the levels of the most powerful locals and then
extrapolate from that to determine the rest of the classed
characters living there.
Highest-Level Non-Heroic Character in the
Community by Class
Use the following tables to determine the highest-level
character in a given class for a given community. Roll the dice
indicated for the class (Table 3, Table 4) and apply the
modifier based on the size of the community (Table 5). A result
of 0 or lower for character level means that no characters of
that type can be found in the community. The maximum level for
any class is 20th.
Note that in some eras of play, the GM might wish to adjust
the numbers for Force-using characters. Jedi are all but extinct
during the early and middle part of the Rebellion Era; the GM
should not roll randomly for these. Similarly, most Force Adepts
during this time have also been hunted to extinction, with at
least half of the remainder serving the Emperor (and
subsequently, being more attuned to the dark side of the Force).
During the New Jedi Order Era, Force users are more plentiful
than they were during the Rebellion Era, but still nowhere near
as common as they were during the Old Republic Era. GMs should
apply a –5 modifier to the character level for Jedi consulars
and Jedi guardians, and a –2 modifier for Force Adepts.
Table
3: Highest-Level Locals (Heroic Classes) |
Heroic
Classes |
Character
Level |
Fringer |
1d4 + community modifier* |
Noble |
1d6 + community modifier |
Scoundrel |
1d8 + community modifier |
Scout |
1d3 + community modifier |
Soldier |
1d8 + community modifier |
Force Adept |
1d3 + community modifier* |
Jedi Consular |
1d2 + community modifier* |
Jedi Guardian |
1d2 + community modifier* |
*Where these classes are more common, level is
1d8 + modifier.
Table
4: Highest-Level Locals (Non-Heroic Classes) |
Non-Heroic
Classes |
Character
Level |
Commoner |
4d4 + community modifier |
Diplomat |
1d4 + community modifier |
Expert |
3d4 + community modifier |
Thug |
2d4 + community modifier |
Table
5: Community Modifiers |
Community
Size |
Community
Modifier |
Thorp |
-3 |
Hamlet |
-2 |
Village |
-1 |
Small Town |
0 |
Large Town |
+3 |
Small City |
+6 (roll two times) |
Large City |
+9 (roll three times) |
Metropolis |
+12 (roll four times) |
|
Megalopolis |
+15 (roll five times) |
|
Total Characters of Each Class
Use the following method for determining the levels
of all the characters in a community of any given class.
For heroic classes, if the highest-level character
indicated in the method is 2nd level or
above, assume there are twice that number of characters
half that level. If those characters are above 1st
level, assume that for each such character, there are
two of half that level. Continue this process until the
number of 1st level character is generated.
For example, if the highest-level soldier is 5th
level, then there are also two 3rd level
soldiers and four 1st level soldiers.
Do the same for non-heroic character classes, but
leave out the final stage that would generate the number
of 1st level individuals. Instead take the
remaining population after all character types are
generated, and divide it up so that 91% are commoners,
5% are thugs, 3% are experts, and the remaining 1%
consists of diplomats. All of these characters are 1st
level.
The numbers of Jedi characters is determined
differently. Assume that there is only one Jedi of
one-half the level of the highest-level Jedi consular
and Jedi guardian. If this second Jedi is greater than 7th
level, assume that there is one more Jedi, again of
one-half this level. In both cases, round down.
(Alternately, the GM may wish to randomly determine the
levels of the lower-level Jedi in the community.) Any
generated Jedi of below 7th level should be
assumed to be the Padawan of the highest-level Jedi in
the community.
Species Demographics
The
mix of species in a community depends on whether the
community is isolated (little traffic and interaction
with other races and places), mixed (moderate traffic
and interaction with other races and places), or
integrated (lots of interaction with other races and
places).
Note that mixed and integrated communities in the
Rebellion Era are less and less common the closer one
approaches to the Core Worlds. The Empire is so strongly
prejudiced against alien species that they are barely
tolerated on Imperial worlds. Such worlds should almost
always use the "Isolated" column to determine
the species mix.
Table
6: Species Mix of Communities |
Isolated |
Mixed |
Integrated |
95% Human/Near-Human |
52% Human/Near-Human |
19% Human/Near-Human |
5% other species |
5% Rodian |
10% Rodian |
|
5% Twi’lek |
8% Twi’lek |
|
5% Ithorian |
8% Ithorian |
|
4% Mon Calamari |
6% Mon Calamari |
|
3% Bothan |
5% Bothan |
|
2% Trandoshan |
5% Trandoshan |
|
2% Sullustan |
5% Sullustan |
|
2% Wookiee |
5% Wookiee |
|
2% Cerean |
5% Cerean |
|
2% Gamorrean |
3% Gamorrean |
|
2% Dug |
2% Dug |
|
1% Gungan |
2% Gungan |
|
1% Hutt |
1% Hutt |
|
1% Ewok |
1% Ewok |
|
10% other species |
15% other species |
If the area’s dominant species is other than human,
place that species in the top spot, put humans in the #2
rank, and push each other species down one rank. For
example, in an isolated Gungan settlement, the
population is 95% Gungan, 5% human and near-human, and a
negligible amount of other species. You may also change
the figures slightly for various racial preferences and
eras. For example, a Wookiee village would have a 0%
population of Trandoshans, a Twi’lek community
(especially during the Rebellion Era) might have a
higher than normal percentage of Hutts, and Ewoks are
all but unheard of until late in the Rebellion Era.
|