Settlements

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.

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.

Examples of Settlement Governments

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

Examples of Settlement Qualities

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

Sample Settlements

Two sample settlements are presented below.

Space Station 01

Space Station 01 was built to facilitate trade with life-forms from other worlds.

Space Station 01

LN space station

Population 26,013 (33% android, 32% human, 35% other)

Government oligarchy

Qualities bureaucratic, technologically advanced

Maximum Item Level 16th

Polarian

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

Polarian

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.

This page contains Open Game Content used under the Open Game License (OGL).