Player > Items > Miscellaneous
Beyond weapons, armor, and crucial technological, magical, and hybrid equipment, explorers and adventurers need food, clothing, survival supplies, and other basic gear. Characters can also spend their hard-earned credits on lodging, services, and transportation. The equipment and services in this section are not considered technological or magical unless they specify otherwise.
The following personal items are readily available in most places that sell gear. Prices for each item listed below are found in Table below.
|Backpack, consumer||1||3||1||CRB p.230|
|Backpack, industrial||1||25||1||CRB p.230|
|Bonding epoxy||1||400||L||CRB p.230|
|Clothing, environmental||1||10||L||CRB p.230|
|Clothing, everyday||1||1||L||CRB p.230|
|Clothing, formal||1||5||1||CRB p.230|
|Clothing, professional||1||5||L||CRB p.230|
|Clothing, travel||1||10||L||CRB p.230|
|Gear clamp||1||100||L||CRB p.230|
|Hygiene kit||1||3||1||CRB p.230|
|Space suit||1||25||1||CRB p.230|
|Tent, mass produced||1||2||1||CRB p.230|
|Tent, Mobile hotelier||1||50||1||CRB p.230|
Trade goods can normally be sold for their full value, subject to the GM’s discretion. These are given only as common baselines, most applicable to the Pact Worlds, as regional variances can have a significant impact on the value of trade goods.
|Fine art||Varies||Varies||CRB p.232|
|Textiles, common||1||L||CRB p.232|
|Textiles, fine||100||L||CRB p.232|
|UPB (1000)||1000||1||CRB p.233|
A surprisingly wide range of creatures, including all the Starfinder core races, can survive on the same basic nutritional ingredients. In the Pact Worlds, most food is mass produced; even most restaurant meals are prepared from precut and premeasured ingredients.
|Field ration||1/week||1/week||CRB p.233|
|Intoxicant, minor||1||L||CRB p.233|
|Intoxicant, superior||10+||L||CRB p.233|
|Meal, common||3||L||CRB p.233|
|Meal, good||5||L||CRB p.233|
|Meal, poor||1||L||CRB p.233|
The following services are typical for a variety of worlds, especially near points of interest and notable trade settlements.
Lodging prices are given per night, but paying for longer periods in advance can reduce this price. In general, you can find accommodations at half to one-quarter the listed price if you book in advance and pay for them in 30-day blocks. Most lodgings are designed for Medium or Small creatures able to survive in the local environment; prices for unusually large tenants or those in need of special atmosphere or gravity conditions run up to 10 times as much. Most lodgings have free access to unsecured sections of the local infosphere and basic entertainment options.
|Lodgings, effciency||3 per night||CRB p.234|
|Lodgings, sleep pod||1 per night||CRB p.234|
|Lodgings, suite 1-2 beds||5 per night per bed||CRB p.234|
|Lodgings, suite 3-4 beds||10 per night per bed||CRB p.234|
These services assume an individual or small group is hired legally in free-market conditions. Efforts to hire criminals, mercenaries, or businesses fall under the purview of the GM, though unskilled laborers can be hired relatively cheaply.
|Communications||5 or 10 per minute||CRB p.234|
|Professional freelancer||Skill bonus × 2 per day||CRB p.234|
|Spellcasting, 0-level spell||20||CRB p.234|
|Spellcasting, 1st-level spell||100||CRB p.234|
|Spellcasting, 2nd-level spell||350||CRB p.234|
|Spellcasting, 3rd-level spell||1000||CRB p.234|
|Spellcasting, 4th-level spell||3000||CRB p.234|
|Spellcasting, 5th-level spell||9000||CRB p.234|
|Spellcasting, 6th-level spell||30000||CRB p.234|
|Unskilled labor||4 per day or 1 per hour||CRB p.234|
Most settlements of any significant size have public recharging stations for batteries and power cells. To recharge the full capacity of a spent battery or power cell takes 1 round per charge and costs half the price of the battery or cell. You can recharge a partially depleted battery or cell, but the price for doing so is the same as if it were fully spent. At the GM’s discretion, some larger starships might have onboard recharging stations. These might offer recharging at low or no cost, but they typically take 1 minute per charge to recharge a battery or power cell.
|Recharging stations||1/2 price of battery or cell||CRB p.234|
Travel prices assume transport at a typical, second-class, basic level of accommodation and assistance—for example, being assigned to common guest quarters on a starship (with six passengers per room), having an assigned seat on a grav-train, waiting a few minutes for a nearby robo-taxi to pick you up, and so on. More private and luxurious travel options normally exist, costing anywhere from two to 10 times as much. Starships in particular often have good and luxurious quarters that offer better accommodations (see the guest quarters expansion bay option on page 299 for more details on the amenities of each typical level of starship accommodations). Truly exceptional options exist for the ultrarich, which can cost 1,000 times as much as common travel.
Cheaper options are often also available, such as steerage transportation in a converted cargo hold, or standing-room-only cars for grav-train rides. These normally cost half to one-quarter the listed price, though at the GM’s discretion even cheaper options (possibly those illegally ignoring various safety laws) could exist.
It is sometimes possible to procure long-distance passage at reduced prices or even for free by providing a desired service for the transport provider. Taking on common jobs such as a guard, gunner, cook, entertainer, or porter can sometimes facilitate travel on a tight budget. The prices given also assume a Medium or Small creature with no need for special accommodations or environmental conditions different from those of the vessel used. Unusually large creatures or those that require different atmospheres, gravity levels, or light levels than the vessel transporting them can easily see the price double, triple, or more depending on the inconvenience and risks involved.
|Grav-train passage||1 per 100 miles||CRB p.234|
|Robo-taxi passage||1 per 10 miles||CRB p.234|
|Sea Vessel||1 per 50 miles||CRB p.235|
|Starship passage, common||50 per day of travel||CRB p.235|
|Starship passage, good||300 per day of travel||CRB p.235|
|Starship passage, luxurious||1,000 per day of travel||CRB p.235|
|Suborbital flight||1 per 25 miles||CRB p.235|
Rather than buying mass-produced, mass-marketed equipment, characters with the right skills can construct their own equipment. This takes time, and due to the economies of scale enjoyed by multisystem corporations and shops with dedicated construction machines and drones, it does not save you any money. However, it allows you to acquire exactly what you need, as long as you can meet the construction requirements.
A player character can create all the items presented in this chapter as long as he has the skills, materials, tools, and time needed to construct it. He must have a number of ranks in the appropriate skill equal to the item level of the item to be created. For weapons, armor, vehicles, and technological equipment, the appropriate skill is Engineering. For magic fusions and magic items, the appropriate skill is Mysticism. For hybrid items, you must have the required ranks in both Engineering and Mysticism. For drugs, medicinals, and poisons, the skill can be either Life Science or Physical Science. For any food or drink, the appropriate skill is Life Science. For computers, you can use either Computers or Engineering, and you can construct a computer with a tier equal to half your ranks in the skill. For items that are not considered any of these categories (such as most clothes, tents, and so on) either Engineering or Mysticism can be used. At a GM’s discretion, an appropriate Profession skill can be used for a narrower range of items. For example, a character with Profession (weaponsmith) might be able to make technological, hybrid, and magic weapons and weapon fusions, but no other items.
Crafting items requires you to have access to tools and a workshop or similar space. Most starships have an appropriate area set aside, and such space can be rented at the same price as lodgings in major cities (with the size of the lodging being equivalent to the size of the workshop, which limits the size of items that can be constructed and how many people can work on a single item at one time). Creating an item normally has a base time of 4 hours. If your number of ranks in the appropriate skill to craft an item exceeds that item’s level by 5 or more, you can craft that item in half the base time. If your ranks exceed the item level by 10 or more, you can create the item in one-quarter the base time. Objects larger than a Medium creature take twice as long to craft for each size category larger.
To create an item, you must have UPBs with a total value equal to the price of the item to be created. At the GM’s discretion, you can scavenge similar items for parts, allowing 10% of the scavenged item’s value to count toward the UPBs needed. Even magic and hybrid items are created using UPBs, as the Mysticism skill is used to form the materials into runes and specific implements for rituals utilized in the creation of magic devices.
Custom-built equipment has a few advantages over massproduced items. If you have a skill that allows you to repair an item you crafted, you can do so in half the normal time. When determining the hardness, Hit Points, and saving throws of an item you have crafted, treat its item level as if it were 2 higher. (For more about calculating these values, see Breaking Objects on page 409.)