Starfinder Space Travel

No one knows which world first achieved spaceflight, but by the beginning of the modern era, nearly every world had some form of interplanetary travel. For some, this was purely magical: powerful spells or artifacts, or quick jaunts through other planes of existence allowed travelers access to their intended world. Yet for others, the airless void of space was just another sea to be crossed, which they did in a variety of craft, from magical to mechanical and from biological to divine.

As technology improved, travel time between worlds dropped from months and years to days, and the optimal routes between planets became crowded with spacecraft. Yet even in this new age of space flight, voyages beyond the solar system remained rare; traveling to even the nearest star at conventional speeds would take generations. While a few starships had drives capable of circumventing this obstacle, all relied on extremely expensive magical technology, often controlled by churches or other organizations. Most of these technologies not only took the ship through other planes but also operated with direct divine assistance, and thus always came with a hefty price. While other drives had been theorized—drives that could fold space, create stable wormholes, or otherwise bend the rules of physics—none had ever managed to build them.

Then, hyperspace drives were developed and broadcast across all know communication mediums. Thousands of cultures across the Material Plane received the same information: blueprints for a new type of starship drive—one capable of cheaply and efficiently shortening the distance between stars.

Like earlier interstellar drives, hyperspace engines operate by jumping to another plane of existence and then back to a different point on the Material Plane, thus never actually running up against the hard limit presented by the speed of light. In the past, that had meant using powerful magic and traveling to places like Heaven, Hell, or the Abyss—places inhabited by creatures and gods with sometimes inconvenient attitudes and appetites. Hyperspace, on the other hand, is a different type of dimension: a void of swirling color without substance, a mostly empty place of mutable laws, thought by some to be the quantum foam underlying all creation. While magic still functions inside hyperspace, only technology can pierce the membrane between it and the rest of reality, which keeps deities or organizations from monopolizing the place.

While cheap and easy interstellar travel for everyone, use of hyperspace does come with a catch. Every time a hyperspace engine is used, a tiny portion of a random plane is torn from its home and added to hyperspace, set to float there for eternity. The farther the jump, the larger the chunk of material, which sometimes appears near the jumping ship, adding an element of risk: you never know when a long jump might tear away a chunk of Hell and leave you flying through a cloud of furious devils. Even those making safely measured jumps might encounter strange beasts trapped there by previous travels. Why the technology involves this side effect is unknown, though some conspiracy theorists believe that the ever-increasing size of hyperspace—and the corresponding shrinking of the other planes of existence—is part of an inscrutable power play.

Standard Navigation and Astrogation

Whether they—re patrol craft or battlecruisers, all starships are propelled through space by thrusters. The exact workings of these engines vary from starship to starship—some are technological, while others are a blend of magic and machine.

See the navigate task of the Piloting skill for information about using that skill to plot a correct course. Determine the approximate distance you wish to travel and roll using the travel times below to see how long it takes you to reach your destination, but note that the Game Master is the final arbiter of travel times and may shorten or lengthen them as she desires for the needs of the campaign.

Hyperspace Navigation

Using hyperspace technology differs from ordinary astrogation in that the distances between worlds are less important than the difficulty of correctly targeting the jump. Within a given solar system, jumps are relatively quick and easy, though this method is only moderately faster than flying between worlds using conventional thrusters. Outside of a given system, hyperspace tech divides the galaxy into two sectors: near space and far space. While near space worlds tend to be closer to the galactic center and the systems of far space tend to be farther out, the true difference between the regions lies in the density of so-called “Hyperspace beacons.” These mysterious objects, help navigation systems orient ships in hyperspace. While placing a single hyperspace beacon on a world isn—t enough to convert a far space world to near space status, placing many in that general region of space can cause the shift, and thus it—s possible to find pockets of near space worlds all the way out to the galactic rim, as well as uncharted zones considered part of far space near the galaxy—s core.

When traveling to a world through hyperspace, determine whether the destination is in the same system, near space, or far space. The distance between the start and end of your journey doesn—t matter, nor which category of space you—re starting from: traveling from far space to a near space world is no more difficult than between two near space worlds. Roll using the travel times below, then divide the result by your starship—s hyperspace engine rating to determine how long it takes you to reach your destination. For example, a starship with a hyperspace engine rating of 2 traveling to a world in far space would roll 5d6 and divide the result by 2. If you rolled 15, then the trip would take 7-1/2 days. Note that you never round down with hyperspace travel rolls, since these partial days can be extremely important when multiple spacecraft are racing each other to a destination. Additionally, since hyperspace is a plane that you—re traveling through, it is possible to pause midjump, and even to land on one of the floating chunks of terrain or engage in starship combat. Time spent stopped in this manner does not bring you closer to your destination, and thus does not count toward your required travel time. Days spent in hyperspace are no different for the crew than days spent in normal space, and thus they can craft items, heal, and take other actions as normal.

The one exception to the rules above is that a handful of extremely rare and artifact level hyperspace beacons allow ships from anywhere in the galaxy to jump to them in 1d6 days.

While traveling through hyperspace, a starship uses its conventional thrusters. For a starship to engage its hyperspace engines to either enter or exit hyperspace, it must remain stationary with its conventional thrusters turned off for 1 minute.

  1. Travel In-System (1d6 Days): Jumping between two points in the same solar system is moderately faster than moving between them in real space, and is so short as to carry only a 1% chance of random encounters in hyperspace.
  2. Travel to artifact beacon system (1d6 Days): Jumping to an artifact beacon system always takes only 1d6 days.
  3. Travel to near space (3d6 Days): Near space contains most of the worlds colonized and contacted so far by their explorers, but there are still thousands of near space worlds yet to be investigated. Jumps to near space worlds rarely carry more than a 10% chance of a random encounter while in hyperspace.
  4. Travel to far space (5d6 Days): Largely unexplored, the millions of far space worlds are significantly more difficult to get to than near space, and the risk of a random encounter in the hyperspace can be anywhere from 25% to as high as 50%.
  5. Travel beyond the galaxy: While other galaxies are known to exist, the distances between them are so incredibly large that there have yet to be any confirmed instances of intergalactic travel using hyperspace technology. Whether this is due to the extreme travel times involved, limits to the reach of hyperspace itself, or dangers encountered in hyperspace during such attempts remains unknown.

Section 15: Copyright Notice

Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.