Absalom Station lies at the “center of the galaxy,” where both worlds and civilizations come together in a galactic melting pot at the heart of Starfinder.
Starfinder 2E hits the big time with the release of Absalom Station, a sourcebook that expands and explores the lore of the very center of Starfinder’s Pact Space. But the tools you’ll find within will take you even further afield, should you so desire. This is a book for players and GMs alike, complete with both new playable species and archetypes, as well as rules for creating adventures in Starfinder 2E’s updated systems.
Starfinder 2E: Absalom Station – Four New Archetypes, Two New Species, And More!
Absalom Station takes its name from Golarion’s Absalom City, which is the sort of center of the world of Golarion. A big part of this emphasizes the connective tissue between the two games. Especially now that both run off of compatible rules systems. Meaning you can take your Pathfinder 2E characters and drop them into Starfinder 2E or vice versa, and aside from now your Fighter has a Laser Sword, it’s smooth sailing.
There’s a ton of new stuff for both players and GMs awaiting in the new book. I think the biggest draw for new players is the four new archetypes you’ll find inside. If you want to be a member of the Aspis Consortium, Ghost Couriers, Eyeswide Agency, or Stewards, this is the splatbook for you.
Or you can play as one of the two new alien species. Cow aliens and “aberrant” collectors are sure to appeal to the right sort of little weirdo. Plus, of course, there’s a big poster map of the whole space station.
Absalom Station is a famous port of call at the center of the galaxy. It’s a place where worlds and cultures collide, and where danger and opportunity lurk around every corner. This 164-page hardcover rulebook presents new player options, GM tools, and lore for creating Starfinder adventures on Absalom Station, or anywhere in the galaxy!
GMs, on the other hand, will find “campaign-ready information” detailing life on Absalom station. You’ll get write ups of its districts, know how travel works, the whole nine yards. But the adventure creation rules take you beyond the heart of the galaxy. If you want to run more adventures, this book will help a GM out.
Especially since the other big thing here is a catalogue of friends and foes that all might show up on a space station. Any space station, not just Absalom Station. And now you can find out for yourself!
Although, one thing I’ll note – Absalom station is deceptively small for how much of it there is (only 5 miles)!
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