Create A Planet

<meta />How To Create A Planet:

This is a template to help you create a planet. This was made in the idea that you are starting off on a planet from scratch, and that the you don't even have an idea of what the planet will be. If itll be like Neptune, an Ice Giant, or Earth, a Terrestrial type world capable of life, and anything in between. So, if you have an idea, if you know the planet will be a Gas Giant, obviously tweak yourself to make sense. I will make a new page for the "Planetary Class" system for the planets which will help you forge the planet. Just click on "Planetary Class" and you should be good to go on that aspect. If whatever you are making is NOT on the list, either tweak the planet or choose the "Planetary Class" that is closest. Make sure you are tagging every aspect that should be tagged, anything specifically named, usually meaning anything that Is Written Like This. If you arent sure, tag it anyway, and we can go over it later.

 

Astronomical Data:


Sector:
System:
Planet:
Sun(s):
Orbital Position: Planet position with their size will depend on the sun
Moon(s): d2, 1 means it has moons. After that, d4, anything less than 4 has that many moons, hitting 4 does a d20 which then says how many means.
Rotation Period:
Use a similar planet either from the ObsidianPortal or real life aspects like Mercury, Jupiter, Pluto, etc.
Orbital Period: No way to randomize, will best reflect our solar system and positions.
Class: D24. 1 and 24 is a Class M.
Planetary Type: D3, 3 is gas while 1-2 is terrestrial or rocky
Diameter: D6, 3 and 4 is medium.

Extra Small 1k-4k
Small 4k-8k
Medium 8k-16k
Large 16k-50k
Giant 50k-500k
Supergiant 500k-50m
Ultragiant 50m-120m

Atmospheric Data:

 

Atmosphere Type: D5, 3 and 5 type 3

Type 1;  Breathable, no need for almost any sort of help with breathing.
Type 2;  Some species can't breath at all,
almost always needs some sort of filtering system, or guidance device for breathing.
Type 3;  Breathing system required for most species. Death is swift for those that ignore the warning. 
Type 4;  Entire suit required. Usually for planets that have no atmosphere or a highly hazardous atmosphere.

Atmospheric Gasses:

Type 1; Abundance-Stable levels of Oxygen, Nitrogen, and Hydrogen along with trace elements and no external intricacies or an imbalance to pressure.
Type 2; Abundance-Typically stable levels of Oxygen and Nitrogen, along with trace elements but with external intricacies, imbalance to pressure, or high levels of some other element.
Type 3;  Abundance-Unstable levels of atmospheric elements, external intricacies, imbalance in pressure, or any combination of the above.
Type 4; Abundance-Unsustainable level of atmospheric elements, extreme external intricacies, typically extreme imbalances to pressure, or any combination of the above.
Type 5; None. No atmosphere.

Atmospheric Makeup: (dont worry about the atmosphere making exact sense.)

Oxygen Planet with very high Oxygen dont necessarily mean they are habitable. Sometimes high Oxygen can cause high risk of fire or disaster. Oxygen would be found on a lot of worlds with vegetation, and essentially rocky worlds that have pockets of minerals beneath the surface of the planet. High Oxygen tends to create heavier weather, and allows animal/plant life to grow rapidly in the right conditions, however when left unchecked, oxygenization could destroy life on a planet.
Nitrogen Nitrogen in Earth's atmosphere ensures that the Oxygen is balanced so that we can live. Nitrogen is essential for plant life to form. Nitrogen is typically volatile in most forms, but takes up space so that other elements can be proportional to life. Nitrogen would also be found on a lot of ice worlds. Nitrogen with most other elements found in high amounts typically cause a planet to not grow life.
Hydrogen Hydrogen is mostly found in water, as it is too light of a gas to typically stay within an atmosphere that isnt highly pressurized. High amounts of Hydrogen lend to the idea that water is somewhere on the planet. Hydrogen itself is very common, and can be used as very low grade fuel for anything less complicated than a Starship. Hydrogen mixing with Carbon can form Hydrocarbons which can be used as natural gas, and typically is toxic for most species. Hydrocarbons tend to give the planet a golden color.
Carbon Carbon, usually found as Carbon Dioxide, is essential to life on a planet as it is extremely versatile in its many forms. Carbon serves similar effects as Methane in that it absorbs the energies from the sun, ensuring the atmosphere can stay stable. Carbon can also be found on planets without atmospheres or life as Carbon itself can become material used in many different projects. On planets with high Carbon and heavy Volcanic activity, minerals like diamonds can be found in plentiful amounts.
Argon Argon serves a sort of protector. The higher the Argon in an atmosphere, the more likely certain elements like Oxygen and Hydrogen do not bond. Argon is very useful for life to manipulate things like lasers or for welding. High amounts of Argon make the planet look reddish-brownish. Argon is commonly found, and too much can cause an atmosphere to maintain itself, but push elements away from bonding.
Helium Typically formed from the decay of radioactive elements and materials, Helium can be found in abundance on Gas Giants. Helium is essential for the one of the most standardized fuels in the galaxy, Helium-3. Helium is essential for its cooling properties, and for the fact that it is inert, thus not leading to chemical reactions. Gas Giants typically using Helium with Hydrogen, are allowed to grow to the size that they are, as these two extremely light gasses will makeup most of their planetary body past the core. Helium is quite abundant in the galaxy as well.
Methane Methane like Carbon serves as a greenhouse gas, capturing a lot of the heat and energies from the local suns in order to maintain an atmosphere. Too much Methane will however heat the world exponentially, disparaging life from existing from temperatures too hot. Methane can be found in wetlands, forest fires, ice bodies, animals themselves in their waste, and as a result of many life-like industrial entities. Methane in the atmosphere, even in trace amounts, can make a planet look blue. Methane with Ammonia can be found on many ice worlds.
Chlorine Chlorine is most found as a byproduct of life-like industrial entities, but can be found naturally at the ground level as well, usually washed out of sea salt or ice where applicable. Chlorine in the atmosphere tends give the planet a yellow-green look. Chlorine can, only colder ice worlds, fall from the atmosphere as frost, like rain. Chlorine, as a reactive gas, can react with water to form solid states of Chlorine in the form of salts which can pollute water sources and even contaminate the animal and plant bodies. Too much Chlorine can severely harm animals, and can be considered poisonous. Chlorine could even be a proponent factor of diseases in biological life, or state altering for plant life, causing them to adapt or die. Chlorine is also the cause of Ozone depletion in atmospheres as itll bond with the Ozone, and make normal Oxygen from it, reducing the Ozone to nothing.
Sodium Sodium is responsible for darkening the color of the atmosphere, sometimes causing a planet to look gray, even in trace amounts. Sodium dropped to the planet can form rock-like formations, and can be attributed to a whiteish looking color. Sodium in the atmosphere tends to block levels of light, needed to heat the planet, and can be found to either contain the heat produced by the planet or fend off incoming heat in large quantities. Enough Sodium can cause a planet's atmosphere to tinge with a soft glow of yellow or white.
Neon Neon, a reddish-orangeish colored element, is considered poisonous in high amounts. Abundance of Neon in an atmosphere will kill biological life that breathes to survive. Neon does not react, and forms no compounds, so the planets where Neon is found are not affected negatively by the Neon, though any life being harbored will without filtration devices. Neon is most commonly found in hotter and more solid places than gaseous. 
Krypton Krypton, found frequently with Xenon, can give a planet a shade of green in its appearance. If Krypton is found on a world that is heated, it will make the planet look white instead of green. It is not uncommon for frozen worlds with an intact atmosphere to hold aspects of Krypton on Xenon. Krypton can become radioactive when found in an atmosphere, and beaten down with cosmic rays, thus making it dangerous to live on worlds with Kryptonic atmospheres.
Xenon Xenon, much like Krypton, tends to be found in the atmosphere of frozen worlds. Xenon is chemically non-reactive, but its compound are highly toxic oxidizing agents. Xenon can also be found in the Core of some planets. Planets with high amounts of Xenon will seemingly turn blue or green when struck by any sort of electrical discharge, artificial or natural. Xenon acts similarly to Helium, but is very dense in comparison to Helium's extremely light quality. Xenon found on hot worlds tend to make the planet green in appearance.
Sulfur Abundantly found on worlds with volcanic activity, Sulfur is commonly found on active worlds. Sulfur in the atmosphere gives the planet a yellow look, and can weigh relatively heavy on those who inhabit the planet. Usually found as Sulfur Dioxide in an atmosphere, the gas may be toxic to most species, giving off a terrible smell as well. Sulfur is known to reflect energies from the sun, keeping the planet cool, thus being able to be found on very cold or very hot planets in abundance. Sulfur Dioxide on planets with a strong magnetism and volcanoes can collect in the air through mediums like clouds, and rain sulfuric acid on the planet below.
Ammonia Ammonia can be found on many ice planets with Methane. Similar to how Xenon and Krypton end up being found together. Ammonia can typically cause problems for most life bearing worlds, as it is considered toxic for most beings.  Ammonia, found on planets with water, can cause the water to become acidic or toxic, killing most of those who inhabit it. However, if the animals and plants were to adapt, it is possible for them to live. Ammonia found in the main water sources of a planet can make the entire biosphere into an Ammonia-based biosphere. Ammonia in the atmosphere is usually a byproduct of life-like industrial complexes, but can also be found naturally in a compound between Nitrogen and Hydrogen.
Water Entity (Vapor, Ice, etc) Water Vapor is, on a lot of worlds, the largest proponent of greenhouse effects, usually doubling Carbon Dioxide's strength in its role of greenhouse gases. Water Vapor tends to account for clouding, in most cases, and the more Water Vapor is present, the more thick and dense the clouds will be. Water Vapor combined with Ammonia or Sulfur can cause acidic and poisonous clouds. Water Vapor is almost necessary to form clouds on most planets. Water Entities is commonly found on planets that have at any point held water, or Hydrogen and Oxygen. Water Ice can be found on many planets past a Star's Frost Line, because as the sun ages in its early years, it expands, thus moving planets from before the Habitable Zone to within the Habitable Zone to outside of the Habitable Zone. 

Gravity: Depends on the planet, ratio for Heavy, Nominal, and Light Gravity are done with a d6, harboring different results per size of planet. These statistics are meant to be based on what is most common, so tweak this if necessary for your planet at this stage in creation.

Extra Small 1-4 is light, 5 is nominal, and 6 is heavy
Small 1-3 is light, 4 and 5 is nominal, and 6 is heavy
Medium 1-2 is light, 3-5 is nominal, 6 is heavy.
Large 1 is light, 2-4 is nominal, and 5-6 is heavy.
Extra Large 1 is light, 2 is nominal, 3-6 is heavy.

Layers of Atmosphere: D10
Pressure of Atmosphere Layers: Choose what makes most sense to your planet. This is done in the idea of 10 layers of atmosphere, feel free to use these numbers below as percentages for anything less than 10 layers of atmosphere.

Type 1; Medium Pressure-1-10 layers. This entails that the pressure of the planet is the same from the lowest aspects of the atmosphere to the highest. 
Type 2; Light to Medium Pressure-1-5 is light, 6-10 is medium. This entails that the lower aspect of the atmosphere is less pressurized than the higher aspect.
Type 3; Light to Heavy Pressure-1-3 is light, 4-7 is medium, and 8-10 is heavy. This entails that the pressure of the atmosphere becomes heavier as you leave the planet, or lighter as you approach the planetary body.
Type 4; Light 1-3 is light, 4-10 is No Pressure. This entails that the pressure is so light that its only amount of pressure can be found closer to the planet.

Core:
D100 to determine how much of space the core takes up.
If the planet is terrestrial, the core is made of; mostly solid, with a thinner layers of liquid.
If the planet is of gas, the core is made of; mostly liquid, with small diameter aspects of solid in the middle.
Solid aspects include Iron, Nickel, Cobalt. 10D4 is rolled, each roll indicates 10% of an element.
Liquid aspects do the same, however, majority of iron causes more Magnetism which leads to heavier weather, whereas Cobalt majority is the opposite. Nominal conditions dictate that nickel is at least 40%, Cobalt is at least 30% and Iron is at least 30%. More Cobalt calls for lesser weather, more Iron calls for heavier weather.
Magnetism: 3 types of Magnetism, Light, Nominal, and Heavy depicted by the Outer Core's composition.
Geological Activity: Dormant or Active. Active essentially means the planet is constantly shifting, mountains and volcanoes or trenches and valleys would be found on this planet in a million years that arent present now. Dormant entails a rather barren and lifeless world with very minimal activity.
Continents: D8
Oceans: D8
Average World Temperature: Mean of the Biome Temps.
Weather: Weight of weather depicted by Magnetism, and then what weather is possible dictated by Climate/Biome.
Total Biome: 4-10 different Climates aside from barren worlds.

Biome Data:

Water-Mass—
Ocean
River
Beach
Lake
Oasis
Swamp

Arboreal—
Forest
Jungle
Grassland
Ravine
Highland
Plains
Grassland

Frozen—
Snow
Tundra


Arid—
Canyon
Dune
Desert
Volcano / Lava
Steppes
Savanna

Any—
Cave
Mountain
Hills

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Biome 1- Example;
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Average Temperature: Depends on Climate. Each Biome has their own average temperature but the world temperature derives from the averages of all of the differentBiomes.
Primary Terrain: Not randomly generated, but a product of the information thus far.
Points of Interest: D10
Viable Resources;
—Resource List—

Chemical (Gas)
Chemical (Solid)
Chemical (Liquid)
Cloth (Fiber)
Computer
Heavy Metal
Metal
Plastic
Wire
Crystal

Weather Patterns: Depends on Magnetism of the Core.
Dangers: Cold, Hot, Suffocation, Lack of Water, Lack of Food, Low Visibility, Disease, Apex Predators, Dangerous Heights, Sinkholes, Blizzards, Heat Waves, Gravity / Fatigue, etc.
Fauna: d4 per
Biome
Flora: d4 per Biome
Minimal Fauna: 3xY (Y=# of Fauna) Critters, skittish little creatures like lizards, rabbits, bugs, that are around, mainly there for fluff and discovery.
Major Fauna: named beasts, description of animals of all kinds.
Percentage of Fauna: Example (20% underground, 30% on land, 40% water, 10% airborne).
Minimal Flora: 3xY (Y=# of Flora)
Flowers, vines, fungi, etc that hold no large significance, mainly there for fluff and discovery
Major Flora: named plants, description of plant life of all kinds.
Percentage of Flora: Same as above.

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Biome 2- Example;
-—————————————
Average Temperature: Depends on Climate. Each Biome has their own average temperature but the world temperature derives from the averages of all of the different Biomes.
Primary Terrain: Not randomly generated, but a product of the information thus far.
Points of Interest: D10
Viable Resources;
—Resource List—

Chemical (Gas)
Chemical (Solid)
Chemical (Liquid)
Cloth (Fiber)
Computer
Heavy Metal
Metal
Plastic
Wire
Crystal

Weather Patterns: Depends on Magnetism of the Core.
Dangers: Cold, Hot, Suffocation, Lack of Water, Lack of Food, Low Visibility, Disease, Apex Predators, Dangerous Heights, Sinkholes, Blizzards, Heat Waves, Gravity / Fatigue, etc.
Fauna: d4 per
Biome
Flora: d4 per Biome
Minimal Fauna: 3xY (Y=# of Fauna) Critters, skittish little creatures like lizards, rabbits, bugs, that are around, mainly there for fluff and discovery.
Major Fauna: named beasts, description of animals of all kinds.
Percentage of Fauna: Example (20% underground, 30% on land, 40% water, 10% airborne).
Minimal Flora: 3xY (Y=# of Flora)
Flowers, vines, fungi, etc that hold no large significance, mainly there for fluff and discovery
Major Flora: named plants, description of plant life of all kinds.
Percentage of Flora: Same as above.

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Biome 3- Example;
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Average Temperature: Depends on Climate. Each Biome has their own average temperature but the world temperature derives from the averages of all of the different Biomes.
Primary Terrain: Not randomly generated, but a product of the information thus far.
Points of Interest: D10
Viable Resources;
—Resource List—

Chemical (Gas)
Chemical (Solid)
Chemical (Liquid)
Cloth (Fiber)
Computer
Heavy Metal
Metal
Plastic
Wire
Crystal

Weather Patterns: Depends on Magnetism of the Core.
Dangers: Cold, Hot, Suffocation, Lack of Water, Lack of Food, Low Visibility, Disease, Apex Predators, Dangerous Heights, Sinkholes, Blizzards, Heat Waves, Gravity / Fatigue, etc.
Fauna: d4 per
Biome
Flora: d4 per Biome
Minimal Fauna: 3xY (Y=# of Fauna) Critters, skittish little creatures like lizards, rabbits, bugs, that are around, mainly there for fluff and discovery.
Major Fauna: named beasts, description of animals of all kinds.
Percentage of Fauna: Example (20% underground, 30% on land, 40% water, 10% airborne).
Minimal Flora: 3xY (Y=# of Flora)
Flowers, vines, fungi, etc that hold no large significance, mainly there for fluff and discovery
Major Flora: named plants, description of plant life of all kinds.
Percentage of Flora: Same as above.

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Biome 4- Example;
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Average Temperature: Depends on Climate. Each Biome has their own average temperature but the world temperature derives from the averages of all of the different Biomes.
Primary Terrain: Not randomly generated, but a product of the information thus far.
Points of Interest: D10
Viable Resources;
—Resource List—

Chemical (Gas)
Chemical (Solid)
Chemical (Liquid)
Cloth (Fiber)
Computer
Heavy Metal
Metal
Plastic
Wire
Crystal

Weather Patterns: Depends on Magnetism of the Core.
Dangers: Cold, Hot, Suffocation, Lack of Water, Lack of Food, Low Visibility, Disease, Apex Predators, Dangerous Heights, Sinkholes, Blizzards, Heat Waves, Gravity / Fatigue, etc.
Fauna: d4 per
Biome
Flora: d4 per Biome
Minimal Fauna: 3xY (Y=# of Fauna) Critters, skittish little creatures like lizards, rabbits, bugs, that are around, mainly there for fluff and discovery.
Major Fauna: named beasts, description of animals of all kinds.
Percentage of Fauna: Example (20% underground, 30% on land, 40% water, 10% airborne).
Minimal Flora: 3xY (Y=# of Flora)
Flowers, vines, fungi, etc that hold no large significance, mainly there for fluff and discovery
Major Flora: named plants, description of plant life of all kinds.
Percentage of Flora: Same as above.

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Biome 5- Example;
-—————————————
Average Temperature: Depends on Climate. Each Biome has their own average temperature but the world temperature derives from the averages of all of the different Biomes.
Primary Terrain: Not randomly generated, but a product of the information thus far.
Points of Interest: D10
Viable Resources;
—Resource List—

Chemical (Gas)
Chemical (Solid)
Chemical (Liquid)
Cloth (Fiber)
Computer
Heavy Metal
Metal
Plastic
Wire
Crystal

Weather Patterns: Depends on Magnetism of the Core.
Dangers: Cold, Hot, Suffocation, Lack of Water, Lack of Food, Low Visibility, Disease, Apex Predators, Dangerous Heights, Sinkholes, Blizzards, Heat Waves, Gravity / Fatigue, etc.
Fauna: d4 per
Biome
Flora: d4 per Biome
Minimal Fauna: 3xY (Y=# of Fauna) Critters, skittish little creatures like lizards, rabbits, bugs, that are around, mainly there for fluff and discovery.
Major Fauna: named beasts, description of animals of all kinds.
Percentage of Fauna: Example (20% underground, 30% on land, 40% water, 10% airborne).
Minimal Flora: 3xY (Y=# of Flora)
Flowers, vines, fungi, etc that hold no large significance, mainly there for fluff and discovery
Major Flora: named plants, description of plant life of all kinds.
Percentage of Flora: Same as above.

Species / Government Data:

Native Species:
Immigrated Species: Use boundaries of maps and points of interest as indicators.
Indigenous Species (Sentience): D6, 1-3 means there is an Indigenous Species, and will determine how many of them there are.
Technology Level: If Native Species is applicable, Technology Level 3 or above. If only Indigenous, Level 1-2. If within the Calistria Government and not hidden or undiscovered, at least 4. (Technology Level of 5 is equal to current advancements.)
Government: D12 to determine type of government (This is if you need examples). some of these arent exactly governments, but systems regardless. Do with these what you will.
1. Feudalism
2. Plutocracy
3. Democracy
4. Aristocracy
5. Monarchy
6. Republic
7. Authoritarian
8. Anarchy
9. Communism
10. Anocracy
11. Socialism
12. Capitalism
Capital:
Major Cities: D6 (If you dont have a set idea on Major Cities).

Minor Settlements: D20 +/ 2 for every 1 Major City
Primary Imports: What the planet cannot produce itself.

Primary Exports: Depends on Biome, Land Mass, Technology Level, Government, etc.

Mapping Data: ((Dont worry about this, I will do these.))

Maps-Don’t worry about maps, I will create them myself. But feel free to add pictures of maps that may aid.
Overview:
Territory (natives, pirates, etc):
Biomes / Natural:
Trade:
Political:
Topical / Physical:
Climate:
Resource:


Description

Create A Planet

--Title-- Sci Fi Galaxy jackjallo