Biomes

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.

Source

Core Rulebook pg. 396

On worlds where the atmosphere expands high above the physical boundaries of the surface, there exists a region of open air. Similarly, gas giants are made up of nothing more than a vast atmosphere, held in place by a starlike core. The most common rules sections to reference when using aerial terrain are Falling (see page 400), Gravity (see page 401), Suffocation and Drowning (see page 404), and Weather (see page 398). The rules for flying with the Acrobatics skill are also critical for many creatures operating in an aerial environment.

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Source

Core Rulebook pg. 396

Aquatic terrain can be one of the least hospitable to PCs because most can’t breathe underwater. The ocean floor holds many marvels, including undersea analogues of any of the other terrain elements described in this chapter, but if characters find themselves in the water because they were bull-rushed off the back of a transport ship, the kelp beds or volcanic vents hundreds of feet below them don’t matter. The most common rules sections to reference when using aquatic terrain are Suffocation and Drowning (see page 404) and Underwater Combat (see page 405). The rules for swimming with the Athletics skill (see page 137) are also critical for many creatures operating in an aquatic environment.

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Source

Core Rulebook pg. 396

Desert terrain exists in cold, temperate, and warm climates, but all deserts share one common trait: very little precipitation. The three categories of desert terrain are tundra (cold desert), rocky deserts (often temperate), and sandy deserts (often warm). The most common rules sections to reference for adventures in these areas are Cold Dangers (see page 400), Heat Dangers (see page 402), Starvation and Thirst (see page 404), and Weather (see page 398).

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Source

Core Rulebook pg. 397

A forest can be composed of more than trees. On some worlds, vast fungal growths tower into the sky, while on others metallic veins rise from the ground and connect in spidery canopies. Common rules sections to reference for forests are Catching on Fire (see page 403), Falling Objects (see page 401), Smoke Effects (see page 404), and Vision and Light (see page 261).

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Source

Core Rulebook pg. 397

Hill terrain describes rises in the immediate area, often multiple hills spread over miles. This type of terrain can occur in any other biome. Mountains are steeply rising rock, metal, or even the organic crust of the planet. The most common rules sections to reference when using hill and mountain terrain are Cold Dangers (see page 400), Falling (see page 400), and Weather (see page 398).

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Source

Core Rulebook pg. 397

Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes (see page 396), which are effectively a third category of terrain found in marshes. The most common rules sections to reference for marshes and swamps are Suffocation and Drowning (see page 404), Underwater Combat (see page 405), and Weather (see below).

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Source

Core Rulebook pg. 397

Urban terrain can be found in most settlements where the people have greatly exerted their influence over the surrounding environment, constructing buildings where they can live and work in comfort and laying well-defined roads, usually paved. This type of terrain can occur in just about any biome, and it often supersedes the environmental effects of that biome. Urban terrain can include space stations, and it is often replete with technology. The most common rules sections to reference when using urban terrain are Settlements (see page 405), Structures (see page 406), and Vehicles (see page 228), as well as Breaking Objects (see page 409) and sometimes Radiation (see page 403).

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Source

Core Rulebook pg. 398

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