Archives of Nethys

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Infinite Worlds / Weird

Weird Rules And Reference

Source Galaxy Exploration Manual pg. 93
Nearly anything can be true on a weird world, which affords a GM vast freedom in deciding which rules to apply from a vast array of possibilities. These planets might be utterly hostile to life, in which case abnormal atmospheres are ideal—anything from the corrosive, toxic, and strange atmospheres on pages 395–396 of the Core Rulebook to no atmosphere at all. Erratic orbits, rapid rotation, and worse could beget extreme weather, using the rules on pages 398–400 as a starting point. Gravity (pages 401–402) could range from extreme to erratic, applying inconsistently across some worlds. Even terrestrial worlds, partly warmed by radioactive decay in their cores, might weep radiation (pages 403–404) across whole continents. For those worlds where physics simply doesn’t work as expected, the physical and mental disease tracks (pages 414–415) can represent explorers’ gradual degradation. Most crucially, remember that weird worlds are exactly that: weird. If ever there’s a time to apply strange circumstances, modify existing rules, or invent your own, this is it.