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. 
                         
                         
                         
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