Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Discussion The Galactic Tibanna Shortage [ Proposed Event ]

Hello Chaos Community, I recently proposed the event called the Galactic Tibanna Shortage in which the galaxy's tibanna reserves are running dry and factions have begun hoarding the resource in order to fund their growing empires, republics and personal fiefdoms. I have a rough draft ready as to how the event would actually function and so would like feedback from the Major Faction Owners and others within the community on how this would need to be improved.

Event Overview
The Galactic Tibanna Shortage


The rapid rise and collapse of several galactic governments has damaged refinery networks, disrupted trade routes, and pushed military demand beyond what the galaxy can currently supply. Major Factions are now hoarding Tibanna gas for their fleets, weapons, and defensive systems. Credits remain useful, but refineries, corporations, mercenaries, and arms dealers may begin demanding Tibanna instead.

Every participating Major Faction begins with: 10,000 Metric Tons of Tibanna Gas

Military campaigns reduce these reserves. Factions can replace what they spend by controlling Tibanna-producing worlds, stealing supplies, negotiating contracts, or developing alternative gases. The faction that builds the strongest production network may become the galaxy's leading Tibanna power.

Faction Costs
Tibanna is deducted when a qualifying faction thread begins.

Thread TypeTibanna Cost
Minor Faction Story100 Tons
Standard Faction Story250 Tons
Military Faction Story500 Tons
Dominion750 Tons
Contested Dominion1,000 Tons
Skirmish1,000 Tons per Faction
Invasion2,500 Tons for Attacker
Invasion Defense2,000 Tons for Defender
Long-Range CampaignAdditional 1,000 Tons

The chosen cost should match the actual story. A diplomatic meeting should not cost as much as deploying a battle group. Private threads do not reduce faction reserves unless they are officially supported by the faction.

Tibanna Production
The following worlds produce Tibanna gas:

Bespin, where it was processed at Cloud City, and the planets Genarius, Kaer, Kril'Dor, Ord Ibanna, Rendili, Taloraan, Vandin and Yorn Skot.

Each controlled world provides: +1,000 Tons Per Week

A world counts as controlled when it is inside a faction's influence cloud or has been captured through an approved faction campaign. Neutral production worlds can be claimed through a Contested Dominion. Other factions may launch collaborative skirmishes to attack refineries, raid convoys, destroy equipment, or steal completed shipments.

A successful disruption prevents the world from producing Tibanna during the next weekly update. A successful theft gives the attacker 500 tons, while the rest of the shipment is lost.

Minor Factions
Minor Factions do not begin with the same reserves as Major Factions. Instead, they enter the event through contracts, raids, trade deals, and local control. A participating Minor Faction begins with: 2,500 Metric Tons of Tibanna. This represents private stockpiles, corporate agreements, captured supplies, and whatever fuel the faction can gather without controlling a large galactic economy.

Minor Factions may gain Tibanna by:
  • Completing contracts for a Major Faction
  • Escorting or raiding supply convoys
  • Defending Tibanna refineries
  • Smuggling gas across faction borders
  • Stealing from military or corporate depots
  • Trading weapons, ships, or services for gas
  • Supporting the capture of a Tibanna-producing world
  • Developing alternative gases or refinery technology
A Major Faction may pay a Minor Faction from its own reserves. The amount and purpose of the payment should be agreed upon before the thread begins. Minor Factions cannot claim the full weekly production of a Tibanna world unless they control it through an approved faction action. However, they may negotiate for a share of its production or operate the facilities on behalf of another faction.

Minor Factions may also work together to challenge larger powers, disrupt supply routes, or build their own Tibanna network. They may not have the fleets of a Major Faction, but they can still become valuable allies, dangerous raiders, or powerful suppliers during the shortage.

Reserve Conditions
A faction's reserve level affects what it can reasonably accomplish.
  • 10,000 Tons or More — Fully Supplied
    • The faction has enough Tibanna to maintain its military, protect its borders, and continue civilian distribution. There are no shortage restrictions.
  • 7,500–9,999 Tons — Controlled Rationing
    • The faction remains stable, but nonessential military exercises and civilian purchases are being restricted. Private captains may face higher prices, delayed permits, or reduced access to weapon-grade gas.
  • 5,000–7,499 Tons — Supply Strain
    • The shortage is beginning to affect military readiness. Long-range military actions cost an additional 250 tons. Government agencies begin competing with one another for access to the remaining supply.
  • 2,500–4,999 Tons — Severe Shortage
    • Patrols are reduced, civilian transportation becomes unreliable, and some defensive positions begin conserving ammunition. Invasions cost an additional 500 tons. The faction may only maintain one active invasion at a time.
  • 1–2,499 Tons — Critical Shortage
    • The faction cannot launch a new invasion. It may still conduct defensive actions, emergency skirmishes, diplomatic stories, and attempts to capture or purchase new supplies. At least one faction story should address the internal effects of the shortage.
  • 0 Tons — Empty Reserves
    • The faction cannot begin offensive military threads that require Tibanna. It may still defend its territory, but doing so creates an emergency that must be addressed through a later faction story. The faction must purchase, steal, produce, or negotiate for Tibanna before normal military operations can continue.
Faction Rewards
Factions that build large reserves gain access to additional campaign options. These rewards are meant to create new stories rather than provide automatic victories.

12,000 Tons — Priority Supply
Once per week, the faction may reduce the Tibanna cost of one faction story or dominion by 250 tons.

This represents reliable supply contracts, efficient transportation, and better access to refined gas.

16,000 Tons — Strategic Reach
The faction may launch one skirmish beyond its normal borders and or region of space without paying the additional long-range cost.

This may be used once every two weeks.

20,000 Tons — Tibanna Superpower
The faction has become one of the galaxy's leading military suppliers.

Once during the event, it may declare a Lightning Campaign.

A Lightning Campaign allows the faction to launch an invasion far beyond its normal operating area without paying the long-range cost. If the invasion succeeds, the faction may request control of a connected line of unclaimed or defeated territory between its starting point and the invasion target.

For example, the Mandalorian Empire might use a Lightning Campaign to strike Hosnian Prime. If victorious, it could attempt to secure the connected route between Gorse and Hosnian Prime as part of the campaign and add them into its sphere of influence. The route must be continuous and should be supported by the invasion's story. It cannot automatically pass through the capital or protected territory of an unrelated Major Faction.

25,000 Tons — Market Command
The faction controls enough Tibanna to influence prices throughout the galaxy.
It may choose one of the following rewards each week:
  • Inflaming Rebellion-
    • Start a rebellion on one of the enemy's worlds, throwing it into chaos. The Defending Faction must write a faction story around dealing with this rebellion or risk losing two weeks worth of Tibanna Production.
  • Allied Support-
    • Provide 1,000 Extra Tons of Tibanna Gas to an allied faction.
  • We have the Power-
    • Does not lose 2,500 Units of Tibanna when launching an invasion.
  • Empowering the Corporations-
    • Grant a license to a friendly corporation to form a Tibanna Co-op. Allowing you up to 2,000 extra Tibanna per week. Note; This corporation must actually be roleplayed in character and they can be targeted by an enemy faction seeking to disrupt this new partnership.
  • We Need Not The Force-
    • Grants a license to produce an exotic technology such as for example, being able to strip alchemized hulls or weapons of their properties. Note: this will still fall within the factory rules and regulations.
More can be added here upon feedback.
 
Last edited:

Alex Stern

Outer Rim Resources Director
As someone with a company that harvests, refines, transports, and sells tibanna, I'd like to see some more for how I can participate beyond having my facilities fought over and potentially damaged, and making contracts. I know a solo endeavor isn't the same as even a minor faction, but this could be an opportunity to reward companies that have established these businesses prior. Maybe giving them a small supply and reserve they can sell or trade to the factions?
 
As someone with a company that harvests, refines, transports, and sells tibanna, I'd like to see some more for how I can participate beyond having my facilities fought over and potentially damaged, and making contracts. I know a solo endeavor isn't the same as even a minor faction, but this could be an opportunity to reward companies that have established these businesses prior. Maybe giving them a small supply and reserve they can sell or trade to the factions?

This is an excellent idea.

Companies that already harvest, refine, transport, or sell Tibanna may enter the event as independent suppliers. An established company begins with: 1,000 Metric Tons of Tibanna. This represents existing stockpiles, refinery output, cargo already in transit, and supplies held under older contracts.

Participating companies also receive: +250 Tons Per Week. To qualify, the company must already have an approved refinery, extraction site, transport network, or established Tibanna business before the event begins. Companies may use their supply to
  • Sell Tibanna to Major or Minor Factions
  • Trade gas for protection, territory, ships, or technology
  • Sponsor convoy and smuggling threads
  • Supply neutral worlds
  • Stockpile Tibanna until prices rise
  • Support one faction while refusing service to another
  • Hire characters to recover stolen shipments
  • Invest in new refineries or alternative gas production
Any Tibanna sold to a faction is removed from the company reserve and added to the buyer's reserve. Companies are not required to place their permanent facilities at risk whenever they participate. They may instead use cargo ships, temporary depots, offshore accounts, hidden storage sites, or contracted refineries.

A company that completes a successful production, transport, or recovery story may earn an additional 250 to 500 tons, depending on the size of the thread. This would allow player-owned corporations to become more important during the shortage rather than just set pieces to fight over. Hope this is what you would like to see implemented.
 
Loving it. Credit Wizard Credit Wizard

What method of counting stock have you thought about? Just a forum post with some tables with every participating faction and them posting thread(s) in there should suffice, right?

I'm thinking we would have one central forum post containing a table of for every participating Major Faction, Minor Faction and company. Each participant would post their completed threads in that topic using a simple format.
  • Current reserve
  • Thread link
  • Tibanna spent or gained
  • Reason for the change
  • Updated total
The main table would then be updated during a weekly tally. Factions and companies would be responsible for reporting their own activity, while I would confirm the numbers and update the official totals. To keep this semi-organized, each faction or company could appoint one person to submit its updates. Only completed threads would count unless the cost is meant to be deducted when an invasion, skirmish, or other major campaign begins.
 
Interesting for sure, being in charge of Bespin Gas Company I’d like to also see how we can play a part. Currently fueling the TSO but open to deals

Well as one of the major tibanna producing companies, you would have a major advantage if this event were to go through. If you have any questions I did reply to another writer about how companies can take part.

This is an excellent idea.

Companies that already harvest, refine, transport, or sell Tibanna may enter the event as independent suppliers. An established company begins with: 1,000 Metric Tons of Tibanna. This represents existing stockpiles, refinery output, cargo already in transit, and supplies held under older contracts.

Participating companies also receive: +250 Tons Per Week. To qualify, the company must already have an approved refinery, extraction site, transport network, or established Tibanna business before the event begins. Companies may use their supply to
  • Sell Tibanna to Major or Minor Factions
  • Trade gas for protection, territory, ships, or technology
  • Sponsor convoy and smuggling threads
  • Supply neutral worlds
  • Stockpile Tibanna until prices rise
  • Support one faction while refusing service to another
  • Hire characters to recover stolen shipments
  • Invest in new refineries or alternative gas production
Any Tibanna sold to a faction is removed from the company reserve and added to the buyer's reserve. Companies are not required to place their permanent facilities at risk whenever they participate. They may instead use cargo ships, temporary depots, offshore accounts, hidden storage sites, or contracted refineries.

A company that completes a successful production, transport, or recovery story may earn an additional 250 to 500 tons, depending on the size of the thread. This would allow player-owned corporations to become more important during the shortage rather than just set pieces to fight over. Hope this is what you would like to see implemented.
 
re: this tibanna collapse thing - in my head canon i always operated on Smarteel in Wild Space. I never did anything with the Corporate Authority "company mining town" i made for that setting but reading this thread was awesome for ideas. I had a brief conversation with Chat GPT and it gave me a deep dive on what would happen if the Coporate Authority just decided to pack up their gear and leave the operation

this is a very plausible Western/mining-town scenario, and the fact that the Corporate Authority is essentially the planet's economic backbone makes their withdrawal much more interesting than simply "the company leaves and everyone is sad."

Your best real-world analogues are company towns, mining busts, oil towns, railroad towns, and frontier settlements after a major employer/resource operation shuts down. The important thing is that the Corporate Authority doesn't merely employ people. It has probably become the infrastructure of the entire planet.

So if they pull out, you're basically dropping a Detroit-style industrial collapse + 19th-century mining-town bust + Mad Max frontier conditions onto a Star Wars planet.

1. The immediate economic shock

The first thing that happens is money disappears.

The Corporate Authority probably provides:

Mining jobs
Refinery jobs
Transport jobs
Security jobs
Construction
Mechanics
Warehouse work
Administration
Medical services
Food imports
Water infrastructure
Fuel
Power generation
Communications
Shipping
Banking/credit
Housing
Maybe even schools and entertainment

Once the Authority says "We're out":

Thousands of people suddenly don't have a paycheck.

And worse, they don't have many alternative employers.

A bartender can survive when 10,000 miners have money.

A bartender cannot survive when 10,000 unemployed miners are trying to sell their furniture for food.

So you'd get a cascade effect:

Mine closes → miners lose wages → miners stop spending → local businesses close → their employees lose wages → tax/revenue base collapses → infrastructure deteriorates → more people leave.

That's exactly what happens in real resource towns.

2. The Corporate Authority probably takes its stuff with it

This is where you can make the situation particularly ugly.

They're not going to leave behind a fully functioning modern industrial civilization out of charity.

They'll probably strip out anything valuable:

Refinery equipment? Gone.

Heavy mining machinery? Gone.

Starships? Gone.

Communications equipment? Gone.

Power generators? Gone.

Security systems? Gone.

Medical equipment? Gone.

Anything that can be sold, reused elsewhere, or has proprietary technology gets packed up.

And because there's no Republic/Empire coming in to supervise the departure, there's nobody saying:

"You can't just dismantle the town's power plant."

The Corporate Authority's lawyers probably say:

"Actually, we own the power plant."

And that's that.

That could leave behind a massive industrial ghost town.

3. And then comes the really interesting part: the refugees

You're absolutely right about this.

People don't necessarily flee because they're literally starving yet.

They leave because they realize:

"There is no future here."

The first people out are probably the ones who can afford it.

Doctors.

Engineers.

Pilots.

Skilled mechanics.

Merchants.

Anyone with a ship.

Anyone with relatives elsewhere.

Then the middle class starts leaving.

Then people start selling everything they own to buy passage.

Eventually you get people who literally cannot afford to leave.

And those are the people who become trapped.

That creates a really nasty social division:

The people who can leave

"There's nothing here anymore. We're going to another system."

The people who can't

"This is my home. Where the hell am I supposed to go?"

And eventually:

"You aren't taking my home away from me."

That's where things get violent.

4. Refugee camps around neighboring settlements

This is probably one of your strongest ideas.

The surrounding settlements suddenly get flooded.

Imagine Settlement B normally has 20,000 inhabitants.

Then 5,000 people from Smarteel's mining region arrive.

And they're not necessarily criminals or desperate lunatics.

They're ordinary people:

Families
Miners
Mechanics
Teachers
Shopkeepers
Children
Elderly people

But Settlement B doesn't have enough:

Housing
Water
Food
Jobs
Medical facilities

So the refugees start living in improvised camps outside the settlement.

And now Settlement B has its own crisis.

That creates resentment:

"They came here and took our jobs."

"They've driven up the price of water."

"My kid can't get into the school."

"They're criminals."

"They're not criminals!"

And suddenly the refugee crisis becomes a political issue even though there is no actual government.

5. The criminal gangs become the government

This is where your Star Wars setting gets really fun.

You said:

no Republic
no Empire
no conventional government

That's perfect.

Because somebody has to fill the vacuum.

And the gangs will.

The Corporate Authority leaving creates a power vacuum.

Different groups immediately realize:

"Holy s**t. Nobody's in charge."

So you might have:

Gang A

Controls the spaceport.

They start charging docking fees.

Gang B

Controls the water infrastructure.

Congratulations, they're now the government.

Gang C

Controls the remaining mines.

They become the new mining company.

Bounty Hunters' Guild

Doesn't necessarily want to rule anything.

But suddenly everyone wants bounty hunters.

Because:

theft increases
murders increase
kidnappings increase
banditry increases
corporate assets are being stolen
old debts aren't being paid

The Guild becomes one of the few institutions people still trust.

6. The Corporate Authority's abandoned facilities become gold

This could create an entire second phase of your story.

The Corporate Authority leaves behind abandoned mines.

And everyone starts asking:

"What's still down there?"

Suddenly you've got:

Salvage crews
Independent prospectors
Criminal gangs
Former miners
Treasure hunters
Mercenaries
Corporate scavengers
Bounty hunters

all fighting over abandoned Corporate Authority property.

And there's an especially good possibility:

They lied about why they left.

Maybe the official explanation is:

"The Smarteel operation is no longer economically viable."

But someone discovers:

They knew something was wrong with the tibanna deposits.

Maybe the gas fields are becoming unstable.

Maybe extraction has contaminated groundwater.

Maybe there's a deeper deposit.

Maybe there's something underneath the mine.

Or maybe the Corporate Authority simply knows that the tibanna shortage has made this planet economically irrelevant.

7. The tibanna shortage makes everything worse

This is an especially good connection to your RPG's larger event.

If tibanna is suddenly scarce, the Corporate Authority isn't merely abandoning a s**tty desert planet.

They're making a strategic calculation.

Perhaps the Smarteel deposits aren't productive enough anymore.

The company looks at the numbers:

Extraction cost: ↑
Transport cost: ↑
Security cost: ↑
Tibanna market volatility: ↑
Profit: ↓↓↓

And says:

"F**k it. Close the operation."

But now their departure makes the shortage even worse.

Which means the galaxy's tibanna prices go up.

Which makes every remaining tibanna operation more valuable.

Which makes Smarteel's abandoned infrastructure suddenly worth fighting over.

That's a fantastic feedback loop.

8. The desert becomes even more dangerous

You're also right that simply saying:

"Well, just go into the desert."

doesn't work.

The desert is essentially the ocean in this setting.

Nobody just wanders into it.

You need:

Water
Navigation
A vehicle
Fuel
Weapons
Spare parts
Knowledge of routes

So instead of people dispersing into the wilderness, civilization starts contracting around remaining sources of water and infrastructure.

You'd get settlements becoming increasingly concentrated.

And abandoned settlements becoming ghost towns.

9. The really grim possibility: people start dismantling their own town

This happens in dying resource towns.

People start selling anything that isn't nailed down.

Then people start removing the nails.

Eventually:

Buildings get stripped for parts.

Doors become fuel.

Metal gets sold.

Electrical wiring gets harvested.

Old mining equipment gets dismantled.

Vehicles are cannibalized.

You could have an old Corporate Authority company store being systematically dismantled by locals because:

"We need the metal."

That gives you an excellent visual:

6

The once-impressive Corporate Authority facility becomes a dead industrial skeleton surrounded by a collapsing town.

10. And eventually... the town becomes a pirate/bandit economy

This is the logical endgame.

Once legitimate economic activity disappears, the economy doesn't necessarily disappear.

It changes.

The surviving economy becomes:

Salvage
Smuggling
Spice
Weapons
Bounties
Black-market tibanna
Piracy
Scrap
Gambling
Protection rackets
Illegal mining

And that's very Star Wars.

The people who stay aren't necessarily evil.

They're just adapting.

A former miner becomes a scavenger.

A former security guard becomes a hired gun.

A former cargo pilot starts smuggling.

A former mechanic keeps an illegal repair shop running.

A former Corporate Authority administrator becomes the local crime boss because he's the only guy who understands how the infrastructure works.

That's a very believable transformation.

And there's a GREAT Western element here

The Corporate Authority leaving could become the equivalent of the railroad pulling out of a frontier town.

People remember the old days:

"Back when the Authority was here, there was work."

"You could make 500 credits a month in the mines."

"The company hospital was actually decent."

"Ships came through every day."

"We had electricity all night."

And ten years later, somebody walks through the ruins and says:

"This used to be a city."

That's much more interesting than simply declaring the planet "dead."

You're essentially creating a frontier collapse.

And because your setting has no Republic or Empire to stabilize the situation, you can let the consequences get really ugly: refugee movements, gang wars, corporate scavengers, abandoned infrastructure, water monopolies, lawlessness, and eventually a new society emerging from the wreckage.

The really cool part is that your player characters don't have to save the planet. They could simply be caught in the middle of the collapse — and different characters could have radically different ideas about what Smarteel should become.
 
Last edited:

Users who are viewing this thread

Top Bottom