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Starfinder

Compendium

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Settlements (Environment)

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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 in the following text 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.

Settlement Stat Blocks

A settlement stat block usually begins with a brief description, often noting where it is located. A settlement stat block is organized as follows.

  • Name: The settlement's name is presented first.
  • Alignment and Type: A settlement's alignment is the general alignment of its citizens and government, though individuals who dwell therein can still be of any alignment. A settlement's type is a term that generally classifies the settlement, such as “space station” or “trading post.”
  • Population: This number represents the settlement's average population; the exact number is flexible. In addition, a breakdown of the settlement's racial mix is listed in parentheses after the population.
  • Government: This entry lists how the settlement is governed and ruled.
  • Qualities: This entry lists the unusual qualities that make the settlement unique.
  • Maximum Item Level: Items of this level or lower are generally available for purchase in this settlement. Maximum item level isn't always directly related to a settlement's size, as even a small city can be home to a black market or gifted engineers.

Examples of Settlement Governments

The following are just a few of the ways a settlement might be governed.

  • Anarchy: A lack of structured government or laws leads to a settlement where nearly anything goes.
  • Autocracy: A single individual has complete control over the community.
  • Council: A group of councilors, sometimes elected, sometimes self-appointed, leads the settlement.
  • Magocracy: An individual or group with potent magical power holds sway over the citizens.
  • Military: A military force controls the settlement, whether it's a regular settlement that has come under martial law or a base built to house soldiers.
  • Oligarchy: The settlement is ruled by a small group or particular class of citizen.
  • Secret Syndicate: An unofficial or illegal group rules the settlement, often behind the scenes while a puppet ruler appears to have nominal control.
  • Plutocracy: The wealthiest and most influential individuals rule the settlement, often while the poor are derided.
  • Utopia: The settlement was founded on a particular set of lofty ideals, and all members of the community usually have a voice in its government.

Examples of Settlement Qualities

The following are just a few of the possible qualities a settlement might have.

  • Academic: It is often easier to do research in this settlement, which is home to a large school, research facility, or great repository of knowledge.
  • Bureaucratic: The settlement is a nightmarish, confusing, and frustrating maze of red tape and official paperwork.
  • Cultured: The settlement is well known for being a place where artistry thrives, such as a community of actors and musicians.
  • Devout: The settlement is devoted to a deity (which must be of the same alignment as the community) or follows a religious creed.
  • Financial Center: This settlement is home to large banks, trading houses, currency exchanges and other powerful financial and mercantile organizations.
  • Insular: The settlement is isolated, perhaps physically. Its citizens are fiercely loyal to one another, often making it difficult to learn secrets about them.
  • Notorious: The settlement has a reputation (deserved or not) through a door with a large weapon such as an assault hammer or other heavy tool. for being a den of iniquity. It is usually easier to procure illegal goods and services.
  • Polluted: The settlement's magical or high-tech industry has filled the ground and sky with disgusting pollution.
  • Technologically Advanced: The settlement produces and uses a level of technology that isn't widely seen elsewhere.
  • Technologically Average: The level of technology used by the settlement is similar to that found in the majority of other settlements.
  • Technologically Underdeveloped: The technology used by the settlement is less advanced than that found elsewhere.

Sample Settlements

Two sample settlements that exist within the Pact Worlds are presented below.

01

Once a bustling space station orbiting Aballon, 01 was built by the native anacites right after the Gap, in order to facilitate trade with life-forms from other worlds. These days, most of Aballon's major trading ports have districts catering to organic life-forms, as well as localized atmosphere generators, yet 01 might still have remained a vital trading hub had it not been infected with a peculiar virus. The virus, dubbed the Bureaucratic Subroutine, seems tailored to make the machines incredibly inefficient and desirous of elaborate layers of hierarchy and ritual. While traffic to 01 quickly tapered off as a result of a complete quarantine for mechanical organisms, Aballon's government continues to let the station exist due to the strange discoveries coming out of its labs, and some brave traders from other worlds still come to purchase its advanced tech.

LN space station
Population 26,013 (33% android, 32% human, 35% other)
Government oligarchy
Qualities bureaucratic, technologically advanced
Maximum Item Level 16th

Estuar

Located at the edge of the southern ice cap of Akiton, this small town was founded to collect water from the melting ice and sell it to the planet's desert dwellers. Estuar has no law enforcement to speak of, so it also attracts a wide variety of underhanded dealings.

CN trading post
Population 2,340 (48% human, 19% ysoki, 33% other)
Government secret syndicate
Qualities notorious, technologically average
Maximum Item Level 4th

Settlement Technology

Most urban areas are centers of commerce and entertainment bustling with activity. The amenities of city living are usually made possible by technology, whether it's cutting-edge devices or barely functioning older models. Technology is used in just about everything, from high-end security systems to simple signs and vending machines. Most technology found in settlements can be broken down into the following four categories.

Civil

Civil technology includes anything installed by a government to be part of an area's infrastructure. Streetlights, public transportation, mail-delivery drones, automated street sweepers, and more make up this category of technology. As a great number of people usually rely on the services this kind of technology provides, it is often better protected. The DC to disable or hack into an average piece of civil technology with the Computers or Engineering skill is 23.

Commercial

Commercial technology is often mass-produced and is used by private citizens and most businesses. This category includes personal communication devices, game consoles, most security cameras and electronic door controls, and much more. The DC to disable or hack into an average piece of commercial technology with the Computers or Engineering skill is 18.

Restricted

Whether owned by the military or a massive corporation, restricted technology is some of the most advanced and hardest to hack. This category includes private servers, weapon prototypes, high-end security systems and alarms, and much more. The DC to disable or hack into an average piece of restricted technology with the Computers or Engineering skill is 30.

Custom

The pervasiveness of technology goes hand in hand with the ability to tweak and alter that technology. Engineers build custom refits for vehicles, and hackers jailbreak personal communication devices to do things the original creators never intended. Custom technology can be any piece of technology described above but with numerous modifications that make hacking or disabling it much trickier. The DC to disable or hack into an average piece of custom technology with the Computers or Survival skill varies, but it might be as high as 40.

Structures

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

Doors

Doors in structures are much more than mere entrances and exits. They can even be encounters all by themselves. Doors come in several types. Consult Table 11–10: Doors for information on common types of doors.

  • Breaking Doors: Structure doors might be locked, trapped, reinforced, barred, artificially sealed, or sometimes just stuck. All but the weakest characters can eventually break through a door with a large weapon such as an assault hammer or other heavy tool.

    Attempts to chop down a door with a slashing or bludgeoning weapon use the hardness and Hit Points given in Table 11-10: Doors. When assigning a DC to an attempt to knock a door down, use the following as guidelines.
    DC 10 or Lower: A door just about anyone can break open.
    DC 11-15: A door that a strong person could break with one try and that would take an average person one or two tries.
    DC 16-20: A door that almost anyone could break, given enough time.
    DC 21-25: A door that only a very strong person has any hope of breaking, and probably not on the first try.
    DC 26 or Higher: A door that only an exceptionally strong person has any hope of breaking.
  • Locks: Structure doors are often locked and thus require the Engineering skill (or other means) to bypass. Locks are usually built into the door, either on the edge opposite the hinges or right in the middle. Built-in locks (which are usually electronic) either control an iron bar that juts out of the door and into the wall of its frame or else a sliding iron or heavy wooden bar that rests behind the entire door. By contrast, padlocks are not built in but usually run through two rings: one on the door and the other on the wall. More complex locks, such as combination locks and puzzle locks, are usually built into the door itself. A special door might have a lock needing a biometric signature or requiring that the right symbols be pressed on a keypad in the correct sequence to open the door. Because such keyless locks are larger and more complex, they are typically found only in sturdy doors (strong wooden, stone, or steel doors).

    The DC of the Computers check to hack an electronic system that controls a door or the Engineering check to pick a lock (whether it is mechanical or electronic) often ranges from 20 to 40, although locks with lower or higher DCs can exist. A door can have more than one lock, each of which must be unlocked separately.

    Breaking a lock is sometimes quicker than breaking the whole door. If a PC wants to strike a lock with a weapon, treat the typical lock as having a hardness of 20 and 30 Hit Points. A lock can be broken only if it can be attacked separately from the door, which means that a built-in lock is immune to this sort of treatment. In an occupied structure, every locked door should have a key somewhere.

Table 11-10: Doors


Door Type
 
 Typical Thickness 
 
Hardness 
 
Hit Points 
 Stuck
Break DC
Locked
Break DC
Wooden 1-1/2 in. 5 15 16 18
Plastic 2 in. 8 30 22 24
Stone 4 in. 15 60 28 28
Steel 2 in. 20 60 28 28
Airlock door 4 in. 35 160 40 40
Lock
20 30

Lighting

Most fabricated structures have some form of lighting built into the ceilings or walls. This lighting provides enough illumination for the inhabitants to see and is often controlled via a simple switch, touch pad, or vocal device. Lighting can usually be turned on and off on a room-to-room basis, though sometimes a structure's lighting can be deactivated via a central breaker switch (usually located in some kind of control room or service area). A typical manufactured lighting fixture has a break DC of 18, a hardness of 3, and 10 Hit Points (see rules on smashing objects).

Natural caverns and structures built by and for creatures with darkvision often lack manufactured lighting. Characters without darkvision must provide their own source of lighting to be able to navigate these locations.

Walls

Structure walls vary drastically in makeup, ranging from natural, unworked solid stone to reinforced starship bulkheads (though stranger walls exist). While they are typically incredibly difficult to break down or through, they're generally easy to climb. Table 11-9: Walls contains information on the most common types of walls found in structures.

  • Concrete Walls: These walls are usually at least 1 foot thick. Concrete walls stop all but the loudest noises.
  • Starship Walls: Whether the interior walls or the bulkheads that form the outside of the ship, these walls are among the strongest. While they are most commonly used in starship construction, they're also commonplace in highend planetary structures, such as research stations and military installations.
  • Steel Walls: These walls are commonly used within structures of import, such as vaults or older military headquarters.
  • Unworked Stone Walls: Hewn walls usually result when a chamber or passage is tunneled out of solid rock. Unworked stone is uneven and rarely flat. The rough surface of stone walls frequently provides minuscule ledges where fungus grows and fissures where bats, subterranean snakes, and vermin live.
  • Wooden Walls: 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.

Table 11-9: Walls


Wall Type

 Typical  Thickness 

 Break DC 

 Hardness 

 Hit  Points* 
 Athletics DC
(To Climb)
Concrete 3 ft. 45 15 540 25
Plastic 5 in. 25 8 75 28
Starship Bulkhead 5 ft. 55 35 2,400 25
Starship interior 3 ft. 45 30 1,440 20
Steel 3 in. 30 20 90 25
Unworked stone 5 ft. 65 15 900 15
Wooden 6 in. 20 5 60 21

* Per 10-foot-by-10-foot section.

Materials

While materials such as glass and wood are commonly found in terrestrial settlements, some substances are bit more unusual. A list of the hardness and Hit Points of often-used substances can be found in Table 11-11: Material Hardness and Hit Points.

  • Adamantine Alloy and Pure Adamantine: Adamantine is a valuable metal mined from asteroids and planets throughout the galaxy. It is sometimes combined with other metals (such as iron or steel) to form alloys that are very durable; one such alloy is known as glaucite. Objects made of pure adamantine are incredibly valuable, as they are difficult to destroy.
  • Nanocarbon: Consisting of carbon atoms bonded together to form microscopic cylindrical nanostructures, nanocarbon has properties that make it beneficial in numerous fields. Nanocarbon can be found in everything from electronics to textiles.
  • Polycarbon Plate: Easy to mold but extremely tough, polycarbon plate is constructed from a polymer that is shaped at extremely high temperatures. A stronger form of plastic, polycarbon plate can also be transparent, making it a good choice for the viewports of military starships.
  • Transparent Aluminum: 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.

Table 11-11: Material Hardness and Hit Points

Material   Hardness 
 Hit Points 
 (per inch of thickness) 
Glass 1 1
Cloth, paper, or rope 0 2
Ice 0 3
Leather or hide 3 5
Wood 5 10
Plastic 8 15
Ceramic 10 10
Transparent aluminum 10 15
Stone or concrete 15 15
Iron or steel 20 30
Adamantine alloy 30 40
Nanocarbon 35 60
Polycarbon plate 45 60
Pure adamantine 50 80

Attributes

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