Environment

The universe is an endless expanse of adventuring potential. On its billions of worlds, physics create every possible permutation of geology, while life’s endless creativity gives rise to organisms both eerily familiar and defying imagination. Regardless of their design, all of these creatures struggle to survive and thrive in their native habitats, from icy seas and lush fungus jungles to the savage pyroclastic flows of tidally heated moons or the rusting hulks of ancient alien megastructures. The following section contains rules to help you as GM adjudicate the game universe, including rules for the vastness of space, for various types of planets and the different terrains that may be found on them, and for environmental effects and hazards that may come into play in a variety of settings. Rules for settlements and structures both natural and artificial are presented at the end of the chapter.

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Core Rulebook pg. 394

The immeasurable gulf of space is home to everything on the Material Plane, housing more stars and planets than could ever be recorded. During their careers, the player characters will undoubtedly need to venture into space. Traveling from one planet to another, exiting the atmosphere of a planetoid, or visiting an orbiting space station are all examples of common travel that require at least a brief time in space. Many hazards of space can be mitigated by wearing armor (see page 196) or a standard space suit (see page 231), but sometimes unlucky spacefaring adventurers get caught without them!

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Core Rulebook pg. 394

Most living beings begin their lives on floating astronomical objects. These planets, planetoids, and stars are the hub of much adventure and vary in complexity of design and makeup. A brief summary of the different types of astronomical objects is presented below, along with various rules associated with each.

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Core Rulebook pg. 394

An atmosphere is a layer of gases held in place by the pull of a planetoid’s gravity. The gravity and temperature of a planetoid impact its ability to retain an atmosphere. Most planets and planetoids support some manner of atmosphere. In addition to hospitable atmospheres, there are various other types of atmosphere that serve as hazards to most life.

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Core Rulebook pg. 395

The following section includes information on a variety of biomes found on planets. Some planets could be entirely made up of a single biome, such as desert or forest worlds, while other planets contain a mix of the following terrain types.

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Core Rulebook pg. 396

Weather can play an important role in an adventure. The following section describes weather common on most habitable worlds. Additional rules for cold and heat dangers can be found in Environmental Rules starting on page 400.

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Core Rulebook pg. 400

The following is a compilation of rules appropriate for use in a variety of environments.

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Core Rulebook pg. 400

Any place where sentient life gathers, lives, and works on a regular basis is referred to as a settlement, and they are just as varied as the types of life-forms that occupy them. Presented on the following pages is a streamlined way to refer to settlements in the Starfinder RPG—stat blocks that quickly list the vital data for a settlement.

For particularly large inhabited places, multiple settlement stat blocks can be used to represent distinct districts or neighborhoods. GMs should feel free to add new qualities to create the settlements they desire.

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Core Rulebook pg. 405

The following rules cover the basic features that can be found in structures.

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Core Rulebook pg. 406

Wooden walls often exist as recent additions to preexisting structures, used to create animal pens, storage bins, and temporary structures, or just to make a number of smaller rooms out of a larger one.

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Core Rulebook pg. 408

This compound is composed of aluminum, oxygen, and nitrogen. Sturdier than glass but still transparent, this material is commonly used in starship and space station windows.

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Core Rulebook pg. 409

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