Starfinder Near Space

5.00/5 (based on 2 ratings)
Starfinder Near Space

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Journey to Near Space, the galactic region that contains the Pact Worlds, the Veskarium, and many of the planets discovered and colonized by explorers from those civilizations. This hardcover rulebook expands the Starfinder campaign setting with details on dozens of worlds and cultures found in Near Space, each perfect as a locale for science–fantasy adventure!

Inside this book, you'll find in–depth gazetteers of the nine worlds of the Veskarium, the interstellar empire founded by the warlike vesk; detailed entries on other planets and civilizations of Near Space; new starships from the Veskarium and beyond; alternate racial traits for playable Near Space races; and new themes, archetypes, equipment, spells, and more for any character!

ISBN-13: 978-1-64078-228-0

Note: This product is part of the Starfinder Roleplaying Game Subscription.

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5/5

Everything Leon said, give me more with this mix of indepth fluff and some crunch to support it!


A highly original fiction fluff shot in the arm to Starfinder's universe

5/5

I love Starfinder. I've been supporting it with subscriptions since the core rulebook came out -- but I have to admit I found Pact Worlds a bit lacking in imagination. Part of this is probably because they were dealing with legacy content (Distant Worlds already basically declared who lived where and what the worlds were like).

But with Near Space the Starfinder writing team has been able to spread their wings and go a bit crazy, and the delivered product is fantastic from end to end.

Art - 5/5, love it, each Veskarium world's description is riven with detail and great art. Seeing how Skittermanders interact with their Vesk overlords will help me to describe them in future encounters. I suspect that instead of viewing Skittermanders as cute, cuddly carebears, my players will now wonder if there are Skittermanders nearby if that means that Vesk are too. I want that art of Conqueror's Forge in a gas cloud as a wallpaper or poster.

Worldbuilding - 5/5, again, the Veskarium is just as interesting of a place as the Pact Worlds, and you could build an entire campaign here and never leave the system. The dynamics of Vesk-6 I found especially interesting, as I think the Pahtra/Vesk conflict has a lot of potential for some great plot hooks. The rest of Near Space has some fascinating locations as well, my favorite being the Dyson Sphere and the Toe Jam & Earl-like planet of Orry.

Most importantly though, I never felt like any of the write-ups of the Veskarium insulted my intelligence. The book doesn't shy away from pointing out that some Pahtras really don't like the situation on Vesk-6, or that hey, Skittermanders are in fact the Grotz/Goblins/Gretchens of the SF universe.

Mechanical Options - 5/5. I'm glad someone on the team clearly thought that not having +STR Pahtra was a missed opportunity. The Vesk, Skittermander, and other Veskarium races all equally got showered with variations as well to bring them out of their shells. Or pouches. Whatever Skitters have.

Gamemastering Mechanical Options - 3/5. This is the only place I felt was lacking a bit. I would have liked some fleshed out Veskarium NPC blocks akin to the ones provided in Pact Worlds Chapter 3 "Supporting Cast". I wouldn't have needed a whole 12 pages like Pact worlds, but I have a good idea in my head of what say, a Pact Worlds mercenary or criminal is armed with, and what an Aeon Guard infantryman is armed with. I have no idea what your average Level 3 Vesk infantry is armed with, though if I had to hazard a guess it would be a Peacekeeper's Aegis, a Doshko, and some sort of Laser weapon and 2-3 pages devoted to the Veskarium's military make-up in that respect would have been nice.

I consider almost every Starfinder splat a must-buy, but to be honest if you had to pick between Pact Worlds and this, I'd pick this. That's how good it is. Probably the best splat I've read in a good long while.


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Master Han Del of the Web wrote:
Snip

I'm actually not an optimization focused person, I'm a flavour focused person who gets very frustrated when a game with scaling-enemy-stats screws me over because of my perfectly balanced concept. I'm the type of person who ends up wanting to take options because they're cool and instead get given penalties to actions for basically no reason or they design the power so that it is nearly never able to actually be used with alternatives basically always better.

In this case it is not an interesting tactical choice, the only reason I would ever seen "tactical" use for this is "we're in a non-standard adventure where our gear gets taken away from us" type deals, because those sorta deals are the only times you're not going to be able to use your normal weapons but able to maybe rarely take a "one size larger weapon". If this was the appropriate power for themes, I .... literally would just cut themes from my game because they shouldn't make your character worse to use them.

As for tighter math, that actually makes it far worse of an issue not better, because it means you're expected math is closer to a specific point rather than a broader more imprecise range.


A bit late to the game; oh, well. So...what you're telling us is that skittermanders low-key are heavyworlders, and not even vesk like the Veskarium very much?

Dark Archive

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The Vesk seem fairly pro-Veskarium though there did seem to be a very high number of posts that soldiers can be stationed at as punishment. I'm finishing up the player option section, but in a world where I don't get my good old setting boxed sets, this is exactly the kind of book I'm looking for. In depth enough to really get a feel for the Veskarium, and some other fun fluff highlighting the diversity of Near Space followed by some good supporting options. I plan on doing my first product review even.

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