Rarity
The Four Rarities
- Common elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any).
- Uncommon elements are difficult to access or regionally specific, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down.
- Rare elements are lost technology, ancient magic, cutting edge biotech, and other options that PCs can access only if you specifically make them available.
- Unique elements are one of a kind, like a specific magical artifact, one-of-a-kind prototype, or a named creature. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesn't mean their base creature type is unique. For instance, a shirren named Zazi is unique, but that doesn't mean it would be any harder for a PC encountering her to tell she's a shirren—just to discern specific information about her.
Rarity and Power
Different Contexts
Because uncommon elements are available in certain circumstances, they often vary by locale, even within the same solar system. For instance, weapons wielded by soldiers of the Azlanti Star Empire, such as the aeon rifle might be uncommon in the Pact Worlds, but in the Azlanti Star Empire, an aeon rifle would be common and some Pact Worlds weapons, perhaps the aucturnite chakram, might be uncommon. Similarly, in the Veskarium, uncommon vesk weapons like the doshakari might be common. Some items are uncommon everywhere, such as the quasar solarian crystal.
The same is true of many ancestries and alien creatures. While ijtikri and talphi are common in the Veskarium, they're less often encountered in the Pact Worlds. This is particularly noticeable for ancestries who live primarily on a single planet, such as copaxis, or who lack access to Drift travel. Likewise, khefaks are common creatures on Akiton but are uncommonly encountered on Castrovel and are rarely encountered on Vesk-8, though they've infested many desert worlds, industrial parks, and junkyards near and far. Creatures that are native to a specific place are more likely to be found in other places with similar environments.
Similarly, technology levels can be a factor in rarity. Civilizations with industrial levels of technology probably lack access to starships but likely still have machine guns and shock truncheons, while civilizations with medieval levels of technology might treat all Starfinder items as rare or unique and instead use items from Pathfinder in their place. Conversely, PCs accustomed to Pact Worlds level technology who suddenly find themselves on a technologically advanced world will encounter rare and unique items that are common in this new region. Using rarity in this way can help differentiate technology levels for adventures that occur on isolated planets, alternate realities, or in other time periods.
Access Entries
Starting Elements
Storytelling
World Building
You can add, remove, or alter Access entries to fit your universe. For instance, if in your universe the creator god is really an immortal fungal colony, you might add an Access entry to raise dead and resurrection for characters who were infected by divine spores. In a campaign where everyone's a lab-grown clone, you might limit Access to one ancestry to start. These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited.