Wilderness

On most planets on our grid, there are wilderness areas. In most cases, you should be able to figure out what's a wilderness area and what's not by the name of the room you would be heading into, the description of the exit, or the description of the room you are in (more often than not, all three of these things).
Wilderness areas are dangerous. Some are more dangerous than others. There are three kinds of dangers that you may encounter in the wilderness.
The first sort of danger possible is atmospheric. If a planet does not have breathable air, or an area is underwater you may need survival gear in order to breathe. Mon Calamari and Quarren can breathe fine underwater, but even they need some kind of breathing or life-support gear to survive in low to no-atmosphere environs.
The second sort of danger possible is environmental. The scorching heat of a Tatooinan desert, the blistering cold of Hoth, the dangerous perils of Yidrian mud... all of these can be treacherous. These hazards may be avoided with the proper survival gear (check at your local vendors) or through extensive training (check your +stats).
Finally, there are dangerous animals that lurk in some areas on some planets. Unfortunately, there's no equipment that will keep these hazards away entirely, but ample survivalist training will help you keep your eye out for predatory animals and avoid them.
Please note that in addition to harming PCs, wildernesses can be extremely tough on armies-- and the larger the armies the tougher it will be one them. If they're following a commander with some wilderness training, they'll likely be much better off.
Category:System