(Rules - Rad) Definitions and Standards

## (Anomalies) Planetary Anomalies

The vast majority of planets in the galaxy are really boring. No one has ever gone to them, there's nothing interesting, no reason to stay. A rare few, however, hold mysteries, secrets, and adventures that go much deeper.

**E** == Small-scale, low-rarity natural phenomena, uncommon large-scale formations, or uncommon but not rare natural exotic resources.

**D** == Planets whose conditions make for extremely good and bountiful data in a variety of fields, and will likely be the sites of future research centers.

**C** == Ruins or other widespread relics of a lost colony, either still living or extinct, mean a wealth of artifacts and research, as well as a low chance of rarer finds.

**B** == Large-scale ruins or remains that date back to important events and groups in galactic history, likely with untold data and tech relics to be uncovered.

**A** == Rare natural phenomena, large-scale formations, or natural exotic resources are easy to come by in numbers far above average, and site is likely closely protected..

**S** == Extremely rare resource deposits, any and all non-precursor alien artifact sites or ruins, or planets exhibiting major ley divergences.

**X** == Planetary-scale anomalies of unexplainable origin, precursor sites or artifacts of any kind, any presence of slipmatter native to the planet.

## (Asteroid) Asteroid Mass

The mass of an asteroid belt is a value largely only the concern of mining groups, and is measured in mg, or "Milligee's", which is to say, thousandths of the mass of Terra. A bit of an abstract unit, it doesn't have much bearing scientifically and isn't officially recognized.

**0.01 mg** == More of a ring than a belt, so few asteroids exist that a large corporation could work their way around and completely process the entire mass in a few months.

**0.1 mg** == Still no more than a few dozen kilometers wide, individual asteroids are few and far between, and picking through the most valuable ones would take less than a standard.

**1 mg** == Starting to look more like an actual belt, there may even be one or two larger bodies with micro-gravity that could house a station.

**10 mg** == A pretty average mass of rock, ice, and precious metals, there's no denying it being a proper asteroid belt, and it would keep a large corporation busy for some standards.

**100 mg** == A large, dense cloud of asteroids provides great mining opportunity and plenty of places to settle, but dangerous debris is very common and navigation has become somewhat difficult.

**1,000 mg** == The remains of a large planet lay torn to shreds, a near-endless bounty covering a wide swath of the star system, but navigation within is difficult due to density.

## (Atmosphere) Atmosphere Quality Ratings

A lot can vary about the atmosphere of a planet, if it even has one, but what's usually of primarily concern is how far from breathable it is. Standardized ratings provide this info, as well as the primary detractor from air quality.

**0** == If an atmosphere exists at all, it has a pressure of less than 0.01 atm or higher than 5 atm.

**1** == Any pressure, atmosphere contains no oxygen-bearing compounds at all.

**2** == Low/High pressure, contains complex but oxygen-bearing compounds.

**3** == Low/High pressure, contains low amounts of oxygen (1%-10%).

**4** == Average pressure, contains complex but oxygen-bearing compounds.

**5** == Average pressure, contains low amounts of oxygen (1%-10%).

**6** == Low/High pressure, contains high amounts of oxygen (10%-40%).

**7** == Average pressure, contains high amounts of oxygen (10%-40%).

## (Cargo) Cargo Volume Units

Two primary units, very closely linked in an obvious way, are at the core of a huge portion of the galaxy's trade, sciences, and constructions projects.

**ct** == Cargo Ton, a volume equal to a cube 3 meters to a side, or 27 cubic meters.

**mt** == Milli-Ton, shorthand for a millionth of a cargo ton. This would be a cube 1 cm to a side.

## (Diversity) Planetary Biodiversity

Just because a planet has lifeforms of some kind, doesn't mean they're widespread, diverse, or in ecologically-stable environments. Many planets have conditions change quickly, allowing certain kinds of lifeforms to dominate to the point of imbalance, or cause extinction-level events.

**None** == There is no life whatsoever on this planet. A dead, empty world.

**Singular Species** == Through whatever fluke of evolutionary or circumstantial chance, a single species, or a small number of very similar species, make up the entire biosphere.

**Fractured Biosphere** == Either through calamity, outside intervention, or planetary condition shift, full-scale ecological collapse is likely in effect, and life does not fit the environment.

**Partial Biosphere** == A relatively diverse, but still incomplete biosphere covers a great deal of the niches that form in stable ecosystems, but life still needs time to fill in the gaps.

**Complete Biosphere** == Every major and minor beneficial niche is filled, a large number of wide-ranging environments host millions of unique species, and disaster is rare.

**Bountiful Biosphere** == A web of biological interaction and interdependence beyond anything in the wildest dreams of ecologists; massive variety exists even beyond what benefits life as a whole.

## (Fuel) Repair and Refueling Services

The offerings in a location can vary somewhat, mostly in the scale of vehicle supported, and types of fuel offered.

**Fuel** == (Sublight, FTL, Anti)

**Vehicles** == (Class 0, Class 1, Class 2, Class 3)

**Equipment** == No sub-options

## (Hospitals) Medical Services

The offerings in a location can vary somewhat; not everywhere has a strain of the SymBio for local contagions, or needs one, and not everywhere offers cybernetics work, with fewer still capable of gene modding.

**Health** == Local SymBio Available/Unavailable/Unnecessary

**Cyber** == No sub-options

**Gene** == No sub-options

## (Land) Planetary Landmass Options

The massive variety of surface cover on planets, from ocean worlds of water, to lava, to endless sands or solid rock, to worlds of gas so dense it's hard to be sure if there's any solid ground at all, makes the job of survey crews a nightmare. To that end, standards exist to help give a general idea to travelers.

**Complete Ocean Cover** == It could be anything from lava, to boiling acid, water, liquid nitrogen, or something stranger, but 99.99% or more or the surface is liquid more than 10 meters deep.

**Single Large Island** == In near-endless oceans, one point rises above the surface; likely the peak of a mountain, it stands as the sole distinct location of the planet's ~1% landmass.

**Scattered Sparse Islands** == Anywhere from a few dozen to a few thousand islands of varying sizes exist, covering 1%-5% of the planet with land, but leaving a huge connected ocean.

**Scattered Larger Islands** == A wide variety of island sizes exist, many of which are dozens or even hundreds of square kilometers in size, but it's difficult to call anything a continent.

**Single Main Continent** == Occupying 10%-50% of the planet's surface area, a single large, complex main continent occupies the vast majority of the planet's landmass.

**Polar Continents** == What would otherwise be an ocean world has benefitted from just enough of a temperature drop towards the planet's poles that massive circular islands exist.

**Assorted Large Continents** == A variety of massive bodies of land, clusters of smaller ones, and a wide scattering of islands makes for an extremely varied surface.

**Uniform Solid/Liquid Mix** == Small lakes, ponds, or even smaller bodies are extremely common; an endless mix of tiny bodies of liquid, often water, and small islands and strips of solid ground.

**Single Large Ocean** == Solid ground covers a decent majority of the planet's surface, but a large ocean breaks up the landscape. Often the result of ancient craters or underground oceans.

**Scattered Ponds** == The vast majority of the planet is covered by solid ground, but a variety of smaller liquid bodies dot the landscape, often a welcome oasis in the case of water.

**Complete Land Cover** == If any liquid bodies exist, they are very small and very rare; for all intents and purposes, one endless landmass covers the whole planet.

**Surface Unreachable** == Almost exclusively a problem faced with gas giants, the surface is beyond scanner or visitation range due to some conditions, likely atmospheric interference.

## (Ley) Planetary Leyline Strength

While all planets seem to place host to the concentration of leylines, forming a huge web across the galaxy, some planets have much stronger or weaker leylines than normal, which can effect the casting of spells, the function of arcanotech, or even the likelihood of anomalous events. They are ranked based on the amount of extra mana needed for a standard suite of calibration spells.

**+5M** == An extreme leyline void, magic is all but completely absent, and only those with extreme power will be able to compensate.

**+4M** == A far sparser than average concentration of leylines means only the most advanced tech and highly trained mages will be able to overcome the drain.

**+3M** == A significant hinderance to the vast majority of arcane actions, but top-shelf equipment or decent magic user is usually able to largely function, if not for long.

**+2M** == A slightly but not substantially weaker concentration of leylines than normal in the galaxy trips up those who wield magic through spell cards, but not much else.

**+1M** == A minor thinning of leylines results in a barely-noticeable drain on spellcasting, and a slight tendency toward faultiness for cheap arcanotech.

**+0M** == Galactic standard; magic is at what is considered default difficult and leylines neither drain mana nor supply an abundance.

**-1M** == A very slightly more dense cluster of leylines than normal causes a noticeable ease for basic magics, but no major effects.

**-2M** == A moderately high density of leylines makes this planet a spellcaster's dream. Very slight anomalies possible, not likely long-term magic infusion.

**-3M** == A strong presence of leylines makes spontaneous magic more likely, starting to effect the planet long-term, and temporarily arcane-awakening individuals.

**-4M** == A very high number of leylines causes frequent large-scale anomalies, individuals with latent power sometimes experience permanent awakening, and alien life wielding magic is a high likelihood.

**-5M** == An extremely dense ley wellspring, raw magic does as it pleases, chaos reigns, and almost all individuals either suffer mana burnout as too much is forced through them, or a lucky few grow stronger.

## (Light) Planetary Surface Illuminance

Many planets, for various reasons, either don't get very much light on their surface, leaving everything blanketed in darkness, or get far too much, making simple scouting a blinding task at all times.

**0.001 lux** == Surface brightness on a rouge planet, the night side of a planet with no atmosphere, near-complete darkness where the stars are the only light.

**0.01 lux** == An otherwise completely dark surface, only very slightly polluted by perhaps a single distance planetside light or a bright station in orbit overhead.

**0.1 lux** == A person with very good night vision might be able to make out basic shapes, but this is still a night landscape, or day with an ultra-distant host star.

**1 lux** == The light of an average-sized moon shining brightly down on the planet's surface at night, or a dim star somewhat at a distance. Colour still gone, basic shapes somewhat visible.

**10 lux** == Very basic surface navigation possible without extra light, but little to no detail visible, and no distance vision of any kind.

**100 lux** == Dim, but visibility is somewhat possible in close through medium ranges. A thick layer of clouds permanently circling the surface, or a dim, cold star's light.

**1,000 lux** == Long range visibility is now possible, and most people won't struggle to function too much in their tasks. Many planets don't get much more light than this.

**10,000 lux** == Full daylight on worlds closer to main-sequence stars, but not to the point of being at all painfully bright to most people.

**100,000 lux** == A very bright, extremely sunny day, no atmospheric interference. Brightly-coloured objects are probably painful to look at, and many would want mild shading, but not dangerous.

**1,000,000 lux** == The sheer light intensity of blanketed surface industrial floodlighting, even dark objects are painful to look at, navigation is nearly impossible without visual protection.

**10,000,000 lux** == A planet right next to a very bright star; ignoring surface temperatures, the sheer light reflecting off objects would cause instant blindness unprotected.

## (Market) Costs of Living

Locations provide services fully detailed in another section, like refueling and repairs, as well as buy and sell cargo, and all of these tend to fluctuate around market averages. This list is designed to be rolled for with 2D6, if GMs need to do so. Often, slightly cheaper are pricier options are still available, however.

Cost **(2)** == Available at **[25%]** of standard market value.

Cost **(3)** == Available at **[50%]** of standard market value.

Cost **(4)** == Available at **[75%]** of standard market value.

Cost **(5)** == Available at **[85%]** of standard market value.

Cost **(6)** == Available at **[95%]** of standard market value.

Cost **(7)** == Available at **[100%]** of standard market value.

Cost **(8)** == Available at **[110%]** of standard market value.

Cost **(9)** == Available at **[125%]** of standard market value.

Cost **(10)** == Available at **[150%]** of standard market value.

Cost **(11)** == Available at **[200%]** of standard market value.

Cost **(12)** == Available at **[300%]** of standard market value.

Cargo costs are listed on the cargo market, and service standard prices are listed in the 'possible location services' section.

## (Magnet) Planetary Magnetic Field Strength

The strength of a planet's magnetic field is based on the recorded strength at the surface, and adjusted for the size of the planet by a factor of the planetary radius cubed. For surveying purposes, 1 field strength is equal to the approx 8 x 10^10 gauss of Terra's magnetic fields.

## (Natural) Natural Resources

The overall abundance and total volume available, the variety of those resources and how wide a market it can support, and broadly how hard those resources are to gather and process into a valuable form, all very pretty simply from low to high in their various ways.

**None**

**Very Low**

**Low**

**Moderate**

**High**

**Very High**

When it comes to the abundance of resources, or their variety, higher is always better, for reasons that are likely obvious, while for difficulty to gather the reverse is true.

## (Ore) Ore Concentration

When looking at a planet, moon, asteroid, or even a whole field of them, one of many questions is often if there's anything worth digging for. The variety of ores is endless, but no matter what, there's no point if the quantity is too low or it's too spread out.

**Gases** == The only elements worth gathering exist either in pockets trapped within the planet somehow, or locked away within the atmosphere.

**Pockets** == Perhaps only the remains of meteor impacts, for whatever reason this body has a few extremely isolated pockets of an ore, but generally nothing widespread.

**Limited Volume** == There's doubts as to how much there really is to dig up, but there are limited quantities of halfway decent ore in a few places.

**Sparse** == There's a decent amount of ore overall, but it's spread much thinner than ideal, resulting in extremely low-quality ore.

**Some** == Good sized ore deposits will keep mining teams busy for some standards, but it's reasonable enough to see the end of the job.

**Bounty** == A huge bounty of mineable natural resources awaits, and multiple corporations could chip away at it for some time without a major impact.

## (Police) Police Activity

Far from every location with people in the galaxy is supported by any kind of police presence, and it can either be a good, or bad, thing to find yourself in an area where someone is actually watching.

**0 - None** == No legal or combat authority is available under any kind of short notice.

**1 - Limited** == Some force may exist that can be contacted in-system, but nothing closer.

**2 - Some** == The broad area is monitored to a degree, but security only rarely directly gets involved unprompted. Active response times are below an hour.

**3 - Good** == Assistance is available within 10 minutes for a variety of problems, and broad crime is kept to a comfortable, livable level.

**4 - Great** == Whole-area passive security is good, few things need reporting, but when they do help responds quickly and in force. Passive crime is nearly unheard of.

**5 - Extreme** == Active and passive security of both nearly flawless, constant patrols and live surveillance capture and process everything that happens, and armed guards are common.

## (Potential) Planetary Colonization Potential

Regardless of whether or not one is supposed to, there are always questions about just how hard life would be, in the long term, and how much work it would take to make survival possible.

**None** == The subsurface isn't suitable for digging, the surface is dangerous to the point of being beyond protected habitation, and long-term life is impossible.

**Very Low** == Desperate forces could find a corner to hide in and make it work for a few generations, maybe, but it would be a very hard living.

**Low** == It wouldn't be easy, but there is some potential, hidden deep below layers of struggle. Terraforming would do this planet a lot of good.

**Moderate** == Remarkably suitable for large-scale colonization efforts, there are large, flat areas, and a minimum of serious hazards, although planetary conditions are still far from ideal.

**High** == Planetary conditions are ideal for large-scale work with minimal additional requirements, and terraforming would likely be small-scale.

**Very High** == Gaia world conditions, huge areas of solid bedrock are flanked by oceans and easily available power generation. Temperatures are stable, gravity is comfortable, and life is calm.

## (Planet) Planet Classifications

One of the first tasks of initial planetary surveys is to determine their basic classification; broadly, what kind of planet-scale body it is.

**Class A** == An artificial planetoid-scale structure, such as a ringworld or titanic space stations with local ecospheres.

**Class C** == Terrestrial planets that have surfaces of 75% ocean cover, and average surface temperatures within the range of liquid water, given local conditions.

**Class D** == Small planetoids or moons with a gravitational pull of between 0.01g and 0.25g.

**Class D+** == Class D planetoids that possesses in addition a significant magnetic field and/or atmosphere.

**Class F** == Terrestrial planets with max peak surface temps below the requirement for liquid surface water given local conditions.

**Class G** == Terrestrial planets of extreme size, with a gravitational pull of more that 3.0g.

**Class H** == Terrestrial planets with min peak surface temps above the requirement for liquid surface water given local conditions, likely close to host star and with high surface radiation.

**Class I** == Terrestrial planets that bears a significant alien biosphere

**Class I-** == Class I planets, but the native biosphere is significantly limited, likely to only surface, sub-surface, ocean, or atmosphere.

**Class J** == Gas giant planets, where pressure at the surface of the core reaches over 10k atm.

**Class M** == Terrestrial planets in the goldilocks zone of a star, with 0.5-1.5g surface gravity, magnetic field, and oxygen-rich atmosphere.

**Class M-** == Class M planets with significant deficiencies of some kind in either their magnetic field, atmosphere, or orbital conditions, but otherwise remain highly habitable.

**Class M+** == Class M planets that score 95%+ on all terraforming categories, and are considered Gaia worlds.

**Class N** == Asteroid fields, distinct patches of planetary or stellar nebula, or other planet-scale natural low-density mass concentrations.

**Class R** == Rouge planets of any kind that exist without a host star within 1 ly.

**Class S** == Solid worlds made up primarily of water ice, snow, and possibly small sub-surface oceans.

**Class T** == Terrestrial planets of generally livable conditions, but likely has a major quirk or would need significant terraforming.

**Class T-** == Class T planets at the extreme edges of 'livable', orbit is good enough but everything else would require massive terraforming efforts.

**Class U** == Terrestrial planets lacking even one major ingredient for successful colonization; roughly 1g gravity, livable temperature, atmosphere, or magnetic fields.

**Class X** == Any planetary-scale anomalies of any kind, or planets containing anomalies that have planet-wide and major effects, like extreme ley concentrations.

**Class Y** == Planets with extremely hostile conditions, possibly highly acidic or chemically reactive in a way that is hazardous even to vehicles, or that exhibit extremely high surface radiation.

## (Range) Range Increments

There are 5 ranges available in both character and vehicle combat; these are general range categories, best thought of as rings around a planet, with each band being wider than the sum of its components.

For ground-based combat:

**Close** == Melee range, and range for most pieces of non-combat equipment. 2 or so meters deep.

**Short** == The very longest melee weapons, but primarily the shortest ranged abilities and majority of things being thrown effectively. 13 or so meters deep.

**Medium** == Good fighting distance, proper ranged weapons dominate this category, but it's still close enough for possible one-turn engagement. 35 or so meters deep.

**Long** == Very long-range combat; tech weapons and long rifles only. Getting to or from this range takes serious movement, and there's no good way to get up close from here. 250 or so meters deep.

**Line Of Sight** == LOS cannot be moved to, and only comes up with the use of weapons totally unaffected by gravity, or with extremely sophisticated targeting equipment. Functionally means anywhere within sight, limited by the horizon.

For space-based combat:

**Close** == Broadsiding range; close enough for possible collision, but assuming continued piloting, this is unlikely. Mining and salvage work tends to happen at this range, as does fiber-optic ship data transfer. Approx. 0.3km deep.

**Short** == Even many capable combat ships are limited to short range, where small ballistic fire, non-guided missiles, and other cheap weapons are still accurate. Approx. 0.7km deep.

**Medium** == More advanced vehicle weapons can pinpoint targets even at distances over a kilometer, aiming terawatt-class ultraviolet lasers and mach-10 mass driver rounds with the same deadly effectiveness as ever. Approx. 4km deep.

**Long** == Ultra high-speed guided missiles, the most advanced lasers, railguns, and even more exotic weapons, designed to simply make targets disappear without even being visible out their window. Approx. 25km deep.

**Line Of Sight** == LOS cannot be moved to. Hypothetical gravity cannons, gate guns, neutron guns, array-focused lasers, and the stuff of science fiction, these weapons are designed to hit any in-system target that's in a straight line away.

## (Rarity) Rarity Breakdown

Almost all items have a rarity, to help guide to ease of purchase and sale, and to help GMs generate markets on the fly. They are listed near the beginning of an item's section.

Rarity **1**, (100%) == Available at **[100%]** of stores stocking products like this.

Rarity **2**, (90%) == Available at **[90%]** of stores stocking products like this.

Rarity **3**, (80%) == Available at **[80%]** of stores stocking products like this.

Rarity **4**, (70%) == Available at **[70%]** of stores stocking products like this.

Rarity **5**, (55%) == Available at **[55%]** of stores stocking products like this.

Rarity **6**, (40%) == Available at **[40%]** of stores stocking products like this.

Rarity **7**, (25%) == Available at **[25%]** of stores stocking products like this.

Rarity **8**, (15%) == Available at **[15%]** of stores stocking products like this.

Rarity **9**, (5%) == Available at **[5%]** of stores stocking products like this.

Rarity **10**, (2%) == Available at **[2%]** of stores stocking products like this.

**Experimental**, (0%) Ratings cannot be found randomly, and only exist in the galaxy in lore-significant locations.

## (Rights) Rights Security

As a legally-recognized citizen of one of the major galactic factions, you are afforded quite a few guaranteed rights. Those apply, largely speaking, within the effective borders of said factions. The great wilderness, anywhere under the control of bad people, not to mention a dozen other potential places, however, are not so lucky...

**None** == It's a complete legal free-for-all, and you can't count on anything but the honor of thieves. A quasi-stable lawless zone of civilization.

**Here Lies** == If you are killed in an unfair way, a small local force of justice will hopefully make an effort to the benefit of your next of kin, but the details are a total toss-up.

**Major Events** == If a serious crime happens to you, the would-be local government or major body of power has a rough set of rules to ensure a decent attempt at your justice, but little for minor events.

**Taxes** == This is the point where life is safe enough legally and crime is mostly dealt with, with justice systems in place, and the local government can get away with general taxation.

**Guaranteed Secure** == All rights afforded to citizens of a major galactic faction are available to them within this area.

This is always to be assumed to apply within the effective range covered by the police activity; if counting on police isn't a given, than neither are any assurances of whatever security the location did promise.

## (Seasons) Seasons Intensity

Due to axial tilt, planetary spin, atmospheric changes, and more, many planets have seasons of some kind. They vary in intensity of changes, from unnoticeable to unlivable.

**None** == For whatever reason, this planet does not exhibit any year-based changes to planetary conditions of any kind.

**Unnoticeable** == There are shifts of maybe a few degrees, slight changes in the daylight hours, or behavioral shifts in the biosphere, but to most the changes are not worth noting.

**Very Mild** == A gentle swing of the seasons creates a pleasant shift in conditions all still quite close, just enough for variety. Ideal terraforming target.

**Mild** == Between extreme ends, there's enough changes to require a slight change of standard clothing, many local produce options may be fully seasonal-only, but seasons cause no real trouble.

**Average** == Temperature fluctuations are such that it usually comes with entirely new weather patterns and forms of potentially dangerous precipitation that require certain more extreme conditions.

**Severe** == Massive fluctuations, likely over the period of a short year as well, makes adapting to life very very hard. Completely different habitats are often needed, but life is possible.

**Cataclysmic** == The differences in seasons are so severe that the planet is ruled by permanent deadly weather events and thermocycling, and life is only really possible underground.

For some planets, the 'scorching heat' of summer may be the only time it's warm enough to even step outside. Conversely, perhaps a barren world of scorched earth blooms to life in the cool of winter rains, before burning to ash with the come of spring.

## (Space) Renting and Buying Space

No matter whether it's a week's stay somewhere for a mission, five years stay for a long-term job, a house for the next 50, or even a bigger space for a business; some places have space, and some simply don't.

**No Such Housing** == There simply aren't housing options of this type constructed.

**Extremely Infrequent** == Almost certainly not available on-demand, but theoretically room exists.

**Limited but Available** == Maybe only a single small option, but it tends to be open, and the average traveler can count on it.

**Minor Shortage** == Options are pretty limited, but at least there are options, at this point.

**Little to no Shortage** == The absolute best options probably have a tendency to be unavailable, but otherwise it's easy pickings.

**Readily Available** == No shortage at all, options are widely available, and likely cheap.

## (Status) Planetary Colonization Status

A lot can vary about the atmosphere of a planet, if it even has one, but what's usually of primarily concern is how far from breathable it is. Standardized ratings provide this info, as well as the primary detractor from air quality.

**Uncharted** == Only basic initial planetary surveys have been completed, and there are no claims on the planet. Legally, it's likely out of all jurisdictions.

**Unsettled** == Low/High pressure, contains complex but oxygen-bearing compounds.

**Settled, Unclaimed** == Some small number of people have taken up full-time residence, but make no major claim to the planet itself.

**Claimed, Unsettled, Unrecognized** == A party has made broad claims to the world, but has neither made use of the planet nor had any power with real authority recognize the claim.

**Claimed, Unrecognized** == Peoples living full-time on the planet make claims to its ownership, but as of yet those claims remain unrecognized, which is a dangerous place to be.

**Claimed, Subgalactically Recognized** == Some system or sector-level authority that isn't the local galactic superpower has recognized the claim and will back the legal authority of it.

**Claimed, Galactically Recognized** == The local galactic superpower that governs the sector has recognized a claim on the planet, and will back the legal authority of it.

## (Taxes) Taxation Levels

Everyone has to make money somehow, and there are many who choose the route of taxes. As far as what the actual tax rates are and how they apply to commerce, it's up to the GM.

**None** == No major body pulls anything from sales made, trades are all profit.

**Income-Only** == Taxes are charged by a local body, but only on income-earners, and won't apply to travelers.

**Galactic** == Slight taxes are levied by most of the major galactic factions. These may be the only taxes paid by a traveler in an area.

**Low** == Local taxes, maybe in addition to galactic ones, have a noticeable but still light total.

**Average** == When all totaled up, not the heaviest taxes ever, but not the lightest, either.

**High** == The local government is likely actively funding some large cause, and tax rates are very high.

**Criminal** == Incredibly heavy taxes, enforced likely by threats of violence by a criminal party, that make life nearly unlivable.

## (Terraform) Terraforming Levels

There are tens of thousands of planets in the galaxy, and very few of them are ready for colonization right away; many require massive terraforming projects before they can meet their potential.

**None** == No terraforming has been done on any scales.

**Extremely Localized** == An area the size of a small galactic city, many smaller, has reshaped to be more friendly for development, but the planet as a whole is almost complete unchanged.

**Small-Area** == Several hundred square kilometers of planetary surface have had their conditions adjusted, specifically usually elevation and surface smoothness.

**Large-Area** == Large swaths of the planet have seen terraforming efforts, be they for industrial causes, for colonization, or other projects.

**Minor Planetary** == Some kind of slight adjustments have been made directly to planetary conditions; changing the atmosphere or temperature is a common start.

**Major Planetary** == A titanic project has been undertaken to alter land, sea, and sky. The only limit to how much a planet can change is how much money is behind the effort.

## (Threat) Threat Levels

Planets can offer a variety of hostile life; some is only the tiniest nuisance, while others can single-handedly be the cause for a full planetary quarantine.

**[0/10]** == There is absolutely no threat presented by this category; any harm 'caused' would be unbelievable.

**[1/10]** == More of what one would call 'minor annoyances' than real threats; it's still theoretically it's possible to come to a little harm.

**[2/10]** == True broad negligence might end up making these situations more dangerous, but there's nothing that a person can't simply choose to avoid yet.

**[3/10]** == Minor threats to one's life exist in extreme places, but most areas are less dangerous. A little training isn't a bad idea for survival.

**[4/10]** == More deadly threats are more common, and it's hard to entirely avoid danger at this point, but communities have no problem managing, only untrained individuals.

**[5/10]** == It's openly considered dangerous to wander off, and those that do either know what they're doing, or don't come back. Still not a huge threat to communities, however.

**[6/10]** == At this point, only the most trained could possibly hope of surviving even a few hours alone, and teams barely do better. Communities struggle, but manage.

**[7/10]** == Leaving the safety of the bastions of civilization would be suicide; only the most fortified can hold up, but life goes on.

**[8/10]** == Conditions are threatening to the point where the only question is how long; the full-time focus of community life is on survival.

**[9/10]** == Even short-term visits are highly inadvisable, but an experienced crew with a purpose-built vehicle could do touch-and-go work.

**[10/10]** == Absolute no-fly zone; planets of this threat level are automatically granted a full planetwide quarantine; if you end up there, you are absolutely on your own. Good luck.

## (Tiers) Item Tiers

All items except for vehicles are available in 1 of 5 tiers representing its quality, condition, and construction. Tier 1 is cheaper, less useful, and a poor quality product, while 5 is the best available. The costs, always listed in credits, c, are organized as below:

[Tier 1], [Tier 2], [Tier 3], [Tier 4], [Tier 5]

Items do not need to be upgraded, can exist in duplicate in any manner, and each exist as their own unique functional physical object.

## (Travel) Travel Classification

Every location in the galaxy, down to tiny research stations with crews of 3, has resources it can offer the resourceful. Broad terms give you a rough idea what to expect in terms of capabilities and size.

**Tiny Base** == Pop: 1's to 10's. Likely only equipped for a tiny bit extra in all resources, may not be able to offer much, not even sysnet access.

**Criminal Den** == Pop: 10's to 100's. Might offer some basic services, but likely a scam unless you're in. Sysnet, maybe fuel or repairs, or a brief room's stay. Great place to cash in favors, though.

**New Colony** == Pop: 10's to 100's. A colony with only the tech used during settling; probably tight on resources for those who don't help out in some way. Almost certainly sysnet access.

**Industrial Colony** == Pop: 100's to 1,000's. A large settlement where most needs are met by the outside. Can offer manual services, repair, maybe spare some fuel, but likely no non-cargo trade.

**Established Colony** == Pop: 100's to 1,000's. After settling, lots more people and modernization of amenities are rapid; supplies, rooms, entertainment, sysnet and maybe even echonet access.

**Native Settlement** == Pop: 100's to 10,000's. Size tends not to matter as much with lost colonies and the like; they almost never have galactic-age services, but supplies, shelter, and more may be easy.

**Major Pirate Base** == Pop: 100's to 10,000's. Probably a sketchy place, but likely offers almost all modern amenities, probably has a local job board, and likely hosts a proper black market.

**Small Township** == Pop: 1,000's to 10,000's. Long since passed the point of a colony, it offers galactic backing and rights securities, probably takes taxes, and has a distinct government body.

**Small Galactic City** == Pop: 10,000's to 1,000,000's. Capable of meeting nearly all needs, even the most niche; law is clear, and corporations are everywhere. Echonet access likely.

**Large Galactic City** == Pop: 1,000,000's to 10,000,000's. Dig far enough, and there's someone with everything. Likely an echonet hub, offering echonet access with very high priority and bandwidth.