PLANETARY EXPLORATION SYSTEM
SF2E/PF2E Compatible Rules
Adapted from SF1E Hexploration (Galaxy Exploration Manual), SF1E Sandbox Adventures (Ports of Call), and PF2E Exploration Mode
TABLE OF CONTENTS
- Core Framework - PF2E Exploration Mode
- Planetary Hexploration
- Sandbox Adventure Design
- Sci-Fi Biomes and Environments
- Vehicle Exploration
- EVA (Extravehicular Activity)
- Exploration Activities
- Environmental Hazards Integration
- Travel and Navigation
- Random Encounter Tables
CORE FRAMEWORK: EXPLORATION MODE
Overview
Exploration mode is "the connective tissue of your adventure or quest—everything that happens as the characters move between encounters." In the context of planetary exploration, this encompasses surveying alien worlds, mapping unknown territories, investigating ruins, and traveling between locations.
Mode Characteristics
- Stakes: Low to moderate risk; environmental awareness is key
- Time Scale: Measured in 10-minute increments for local exploration; hours or days for planetary travel
- Actions: PCs use exploration activities without strict initiative order
- Focus: Rewarding PCs for learning about their surroundings
GM Priorities
- Evoke Settings - Use vivid sensory details for alien environments
- Control Time Flow - Emphasize tension or speed through uneventful periods
- Prompt Reactions - Ask players how characters respond to discoveries
- Present Mysteries - Create small-scale hooks encouraging investigation
- Move Forward - Add complications on failures rather than stopping progress
- Plan Transitions - Prepare effective shifts to encounter mode
PLANETARY HEXPLORATION
Hex Structure
Each hex represents 12 miles across (approximately 104 square miles of terrain).
Why Hexes?
Hexes provide a structured exploration framework while maintaining player agency:
- Clear movement options (6 adjacent hexes)
- Easy tracking of explored/unexplored territory
- Meaningful choices about which direction to explore
- Visual representation of the world
Activities Per Day
Characters can perform a limited number of exploration activities each day based on their movement speed:
| Speed | Activities Per Day |
|---|---|
| 15 ft or less | 0.5 |
| 20-25 ft | 1 |
| 30-35 ft | 2 |
| 40-45 ft | 3 |
| 50+ ft | 4 |
Vehicles and Mounts: Use the vehicle or mount's speed to determine activities per day.
Activity Examples:
- Travel between hexes
- Perform Recon (map a hex)
- Search for specific features
- Investigate points of interest
- Rest and recover
Core Hexploration Actions
Travel
Action Cost: Origin biome activities + destination biome activities (see Biome Table)
Move from your current hex to an adjacent hex. The difficulty depends on the terrain types you're traversing.
Example: Traveling from Plains (1 activity) to Forest (3 activities) costs 4 activities total. A character with 30 ft speed (2 activities/day) would take 2 days to make this journey.
Perform Recon
Action Cost: Biome's activity requirement (see Biome Table)
Map a hex and discover its major features. This reveals:
- Terrain type and general topography
- Major geographical features (rivers, mountains, structures)
- Adjacent hex biome types (but not detailed features)
- Obvious dangers or points of interest
Success: Characters automatically succeed at basic recon. GM describes what they observe.
Detailed Recon: Requires Search or Investigate exploration activities and appropriate skill checks.
Identify Biome
Action Cost: None (part of entering a hex)
Skill Check: Nature or Survival DC based on biome (see Biome Table)
| Result | Effect |
|---|---|
| Critical Success | Identify biome type, hazards, and best routes |
| Success | Identify biome type and obvious hazards |
| Failure | Basic identification only |
| Critical Failure | Misidentify biome; may prepare incorrectly |
Biome Tables
Standard Biomes (from SF1E)
| Biome | Activity Cost | Encounter DC | Navigation DC |
|---|---|---|---|
| Airborne | 1 | 17 | 18 |
| Aquatic | 1 | 14 | 16 |
| Arctic | 2 | 17 | 20 |
| Desert | 2 | 17 | 19 |
| Forest | 3 | 12 | 15 |
| Marsh | 2 | 12 | 17 |
| Mountain | 2 | 16 | 18 |
| Plains | 1 | 16 | 14 |
| Space | 1 | 17 | 20 |
| Subterranean | 2 | 16 | 19 |
| Urban | 1 | 10 | 12 |
| Weird | Variable (1-3) | 14 | Variable |
Sci-Fi Biomes (New)
| Biome | Activity Cost | Encounter DC | Navigation DC | Special |
|---|---|---|---|---|
| Toxic Waste | 2 | 18 | 17 | Corrosive atmosphere; see Environmental Hazards |
| Radiation Zone | 2 | 20 | 16 | Radiation exposure; see Environmental Hazards |
| Vacuum Breach | 1 | 19 | 18 | No atmosphere; environmental protection required |
| Zero-G Environment | 1 | 17 | 22 | Special movement rules; Acrobatics/Athletics checks |
| Crashed Starship | 2 | 15 | 14 | Urban-like terrain with hazards |
| Crystal Fields | 2 | 16 | 16 | Difficult terrain; unusual electromagnetic properties |
| Fungal Jungle | 3 | 13 | 15 | Dense vegetation; spore hazards |
| Lava Flows | 2 | 19 | 18 | Extreme heat; changing terrain |
| Methane Sea | 1 | 16 | 17 | Liquid methane; extreme cold |
| Nanotech Swarm | Variable | 18 | 19 | Actively hostile terrain |
Biome Descriptions
Toxic Waste
Abandoned industrial zones, chemical spills, or naturally toxic environments. The ground may be slick with strange fluids, and the air shimmers with noxious gases.
Environmental Features:
- Corrosive atmosphere (see Environmental Hazards)
- Mutated flora and fauna
- Corroded structures and equipment
- Pools of dangerous chemicals
Sensory Details:
- Sights: Discolored earth, rusted metal, oily puddles, warning signs
- Sounds: Hissing gases, bubbling liquids, creaking metal
- Smells: Acrid chemical odors, sulfur, burning plastic
- Textures: Slick surfaces, crumbling ground, corroded metal
Hazards: Corrosive damage, toxic gases, unstable ground, contaminated water
Radiation Zone
Areas exposed to dangerous radiation from reactors, weapons testing, cosmic rays, or radioactive minerals.
Environmental Features:
- Radiation exposure (see Environmental Hazards)
- Abandoned facilities and warning markers
- Mutated creatures
- Geiger counter readings or magical detection auras
Sensory Details:
- Sights: Glowing materials, dead vegetation, abandoned settlements, warning symbols
- Sounds: Crackling energy, ominous silence, equipment alarms
- Smells: Ionized air, ozone, metallic tang
- Textures: Static electricity, tingling sensations, warm surfaces
Hazards: Radiation sickness, equipment malfunction, contaminated resources
Vacuum Breach
Areas exposed to space or where atmosphere has been lost. Common in asteroid surfaces, damaged stations, or worlds with no atmosphere.
Environmental Features:
- No atmosphere (see Environmental Hazards)
- Extreme temperature variations
- Micrometeorite impacts
- Silent, airless terrain
Sensory Details:
- Sights: Stars overhead, harsh shadows, pristine footprints, distant planetary bodies
- Sounds: Nothing except vibrations through surfaces
- Smells: None (in sealed suit)
- Textures: Extreme cold or heat, fine dust, hard vacuum
Hazards: Suffocation, decompression, extreme temperatures, micrometeorites
Zero-G Environment
Areas with no or minimal gravity. Common in space stations, asteroid interiors, or regions with malfunctioning gravity generators.
Environmental Features:
- Zero or micro-gravity
- Floating objects and debris
- Three-dimensional terrain
- Specialized architecture for zero-G living
Sensory Details:
- Sights: Objects drifting, hair and clothing floating, disorientation
- Sounds: Normal (in atmosphere) or silent (in vacuum)
- Smells: Recycled air, metal, electronics
- Textures: Weightlessness, magnetic floors, handholds
Hazards: Disorientation, collision with debris, inability to move effectively, fluid behavior changes
Crashed Starship
The remains of a downed spacecraft, from small shuttles to massive colony ships. May be recent or ancient.
Environmental Features:
- Mix of interior compartments and exposed structures
- Malfunctioning technology
- Scavengeable materials
- Potential survivors or remains
Sensory Details:
- Sights: Torn metal, scattered cargo, emergency lighting, hull breaches
- Sounds: Creaking metal, sparking electronics, wind through breaches
- Smells: Burning plastic, fuel, metal, decay
- Textures: Twisted metal, shattered displays, scattered debris
Hazards: Unstable structures, fuel fires, electrical hazards, desperate inhabitants
Crystal Fields
Areas where massive crystalline formations dominate the landscape. May be natural or the result of strange technologies.
Environmental Features:
- Towering crystal structures
- Light refraction and reflection
- Unusual electromagnetic properties
- Resonance and vibration effects
Sensory Details:
- Sights: Glittering surfaces, rainbow light, geometric formations, transparent pathways
- Sounds: Humming vibrations, resonant tones, shattering crystals
- Smells: Clean air, ozone, mineral scents
- Textures: Smooth surfaces, sharp edges, cold to the touch
Hazards: Difficult terrain, disorienting reflections, crystal shard injuries, magnetic interference
Fungal Jungle
Dense growths of massive fungal organisms, creating a unique ecosystem. Common on low-light worlds or underground.
Environmental Features:
- Towering mushroom "trees"
- Bioluminescent spores and organisms
- Thick ground cover of mycelium
- Spore clouds and reproductive structures
Sensory Details:
- Sights: Glowing caps, dangling spore sacs, varied colors, dense canopy
- Sounds: Rustling fronds, spore puffs, wet squelching
- Smells: Earthy musk, decomposition, sweet spores
- Textures: Spongy ground, slick surfaces, yielding stalks
Hazards: Toxic spores, difficult terrain, hallucinogenic effects, aggressive fungal organisms
Lava Flows
Active volcanic regions with flowing magma, recent eruptions, or geologically active terrain.
Environmental Features:
- Molten rock flows
- Volcanic vents and geysers
- Unstable crust
- Ash clouds and pyroclastic material
Sensory Details:
- Sights: Glowing magma, blackened rock, volcanic glass, distant eruptions
- Sounds: Rumbling earth, hissing steam, cracking rock, explosive vents
- Smells: Sulfur, burning stone, superheated air
- Textures: Extreme heat, rough obsidian, brittle crust
Hazards: Extreme heat, lava burns, unstable ground, toxic gases, eruptions
Methane Sea
Bodies of liquid methane or similar hydrocarbons. Common on cold worlds or moons.
Environmental Features:
- Liquid methane oceans or lakes
- Extreme cold temperatures
- Hydrocarbon rain and evaporation
- Unique chemistry and ecosystems
Sensory Details:
- Sights: Clear liquid, frozen shores, methane rain, alien sky
- Sounds: Lapping liquid, dripping rain, wind across the surface
- Smells: None (too cold) or faint hydrocarbons
- Textures: Extreme cold, liquid that feels "wrong," frozen ground
Hazards: Extreme cold, drowning in liquid methane, hypothermia, brittle materials
Nanotech Swarm
Areas infested with out-of-control nanotechnology that actively reshapes matter.
Environmental Features:
- Shifting and transforming terrain
- Metallic or artificial appearance
- Hostile nanite swarms
- Unpredictable changes
Sensory Details:
- Sights: Rippling surfaces, geometric patterns, metallic sheen, impossible structures
- Sounds: Buzzing swarms, grinding transformation, electronic hums
- Smells: Ozone, hot metal, burnt circuits
- Textures: Crawling sensations, smooth nano-surfaces, temperature changes
Hazards: Nanite attacks, equipment corruption, terrain changes, assimilation
Biome Attributes
Each biome can be further customized with attributes that affect gameplay:
Magic Level
- High Magic: Mysticism flourishes; magical detection works well
- Low Magic: Technology dominates; magic may be unreliable
- Dead Magic: Magic doesn't function (SR 11 + area level)
Technology Level
- Primitive: Stone age to medieval technology
- Industrial: 19th-20th century equivalents
- Advanced: Standard SF2E technology
- Cutting-Edge: Experimental or superior technology
Accord (Civilization)
- High: Organized settlements, laws, infrastructure
- Medium: Scattered communities, loose organization
- Low: Frontier conditions, minimal cooperation
- None: Wilderness with no civilization
Difficulty Tier
- Safe: Party level -2 or lower
- Standard: Party level ±1
- Dangerous: Party level +2 to +3
- Deadly: Party level +4 or higher
Signposting: Always provide clues about difficulty tiers. Examples include:
- Corpses with high-level equipment
- Locals warning about dangers
- Environmental evidence (massive tracks, devastation)
- Sensor readings or scouting reports
SANDBOX ADVENTURE DESIGN
Core Principles
Sandbox adventures prioritize player agency within a creative framework. The GM creates a living world with "independently moving parts" where PCs shape narratives through interaction and consequence.
The Sandbox is a Site, Not a Story
Effective sandboxes require:
- Multiple Entry Points: Various ways to enter and progress
- Meaningful Differentiation: Choices that matter
- Accessible Information: Methods to research and learn
- Multiple Paths: Interior routes allowing flexibility
- Retreat Options: Ability to withdraw and return later
Limiting Scope
Begin with manageable scope rather than overwhelming detail:
- Start with a handful of compelling worlds or regions
- Detail NPCs and locations as needed
- Focus preparation on next session content
- Allow settings to expand organically
Nested Sandboxes
Rather than preparing everything at once, create "multiple sandboxes, each of manageable size." Gate locations behind knowledge requirements so "as the PCs move through one sandbox, they find clues necessary to open the next."
Home Base Creation
Every sandbox exploration campaign needs a home base where PCs rest, resupply, and gather information.
Home Base Types
Starship
- Mobile base capable of Drift travel
- Allows exploration of multiple systems
- Restricts scope through narrative constraint
- Can dock at stations or land on planets
Settlement
- Provides central world focus
- Acts as hub for resource gathering
- Grounds exploration around homeworld concerns
- Can be frontier outpost or established city
Space Station
- Orbits celestial body or occupies deep space
- Enables local star system exploration
- Hosts traders and diplomatic delegations
- May have political complications
Essential Home Base Components
Every home base requires:
- Commercial Support - Shops for weapons, armor, supplies, and equipment
- Medical Facilities - Recovery services and treatment for injuries
- Crafting Spaces - Workshop areas for repairs and fabrication
- Information Hub - Cantina, job board, infosphere access, or research facilities
- Faction Representation - Corporate offices, religious institutions, guild halls
- Social Spaces - Places to interact with NPCs and build relationships
Safe Spots and Rest Locations
Add "settlements or hideouts outside of your PC's home base" for distant exploration:
- Contrasting cultural attributes
- Different species, factions, and beliefs
- Distinct feel from primary home base
- Emergency shelter or forward operating bases
NPC Development
Initial NPCs
Begin with "a couple of key NPCs who are certain to interact with the player characters," providing each with "a couple of simple, clearly identifiable traits that PCs will notice after just a few minutes of conversation."
Essential Elements:
- Memorable distinguishing trait (appearance, mannerism, speech pattern)
- Clear role or profession
- Secret or hidden motivation (adventure hook)
- Relationship to other NPCs or factions
Supporting Cast Building
Build strong supporting casts through:
Home Base NPCs
- Service providers (shopkeepers, mechanics, medics)
- Authority figures (station commanders, mayors, guild leaders)
- Recurring contacts (informants, rivals, mentors)
Faction Continuity
- Recurring organizations represented by different individuals
- Corporate agents, religious missionaries, guild representatives
- Continuity even when specific NPCs change
Flexible Development
- Begin with distinguishing traits
- Allow complexity to emerge based on player engagement
- Promote "extras" to recurring roles based on player interest
Secrets and Clue Distribution
Every important NPC, location, and object requires associated secrets. These serve as adventure hooks and create emergent narratives.
Secret Types
NPC Secrets
- Hidden motivations or goals
- Concealed identities
- Past crimes or failures
- Factional allegiances
Location Secrets
- Hidden areas or entrances
- Historical significance
- Resource deposits
- Dangerous inhabitants
Object Secrets
- Unknown properties or uses
- Historical provenance
- Part of larger puzzles
- Cursed or dangerous aspects
Clue Distribution
Distribute "one clue in every important location" enabling players to "stumble across these clues" and "follow the breadcrumbs."
Clue Placement:
- Make clues discoverable through standard exploration activities
- Provide multiple paths to the same information
- Don't hide critical clues behind single checks
- Let players extrapolate conclusions
Example: Archaeological site clue distribution
- Pyramid entrance: Weathered inscriptions (Culture check)
- Interior chamber: Star map corresponding to system planets (Physical Science)
- Central altar: Artifact pointing toward another planet (Investigate)
- Defeated guardian: Database fragment with coordinates (Computers)
Expanding Beyond the Home Base
Surrounding Locations
Create "a handful of discrete locations, such as regions, planets, or systems" distinguished by:
Biome Variation
- Different environmental types
- Unique exploration challenges
- Varied visual aesthetics
Attribute Adjustment
- Magic levels (high-magic volcanic region vs. low-magic volcanic region)
- Technology availability
- Cultural attributes
- Resource types
Difficulty Tiers
- Obviously dangerous locations (provide warnings)
- Unreachable-for-now areas (long-term goals)
- Safe havens
- Variable danger zones
Big Mysteries
Include unexplainable phenomena enticing investigation:
- Ancient alien structures with unknown purposes
- Regions where technology or magic fails
- Disappearances or anomalies
- Lost civilizations
Important: These mysteries need not be immediately resolved. Discovering them alongside players creates shared narrative development.
Encounter and Adventure Design
Multiple Solutions
Rather than dictating solutions, "give the players enough details about the obstacle for them to come up with creative solutions."
Allow reasonable approaches:
- Combat
- Stealth
- Negotiation
- Environmental manipulation
- Creative skill uses
Managing Difficulty Variance
Sandbox encounters include threats above and below party ability. "Signpost especially deadly encounters so the PCs can choose whether to go forward or withdraw."
Warning Signs:
- Environmental evidence (devastation, massive tracks)
- Corpses with high-level equipment
- NPC warnings or rumors
- Sensor readings
- Obvious power disparities
Random Encounter Tables
Design tables that:
- Reinforce location themes
- Contribute to world believability
- Reveal clues PCs might miss
- Mix hostile, neutral, and ally encounters
Encounter Balance:
- 40% hostile encounters
- 30% neutral encounters
- 20% potential allies
- 10% clues or discoveries
VEHICLE EXPLORATION
Vehicles transform planetary exploration by providing protection, speed, and carrying capacity.
Vehicle Categories
Ground Vehicles
Types: Rovers, tanks, walkers, cycles Advantages: Stable, high capacity, protected Limitations: Terrain-dependent
Exploration Benefits:
- Increased daily travel distance
- Protection from environment
- Mobile base camp
- Equipment transport
Terrain Restrictions:
| Vehicle Type | Restricted Terrain |
|---|---|
| Wheeled | Mountain, Marsh, Subterranean |
| Tracked | Mountain (steep), Dense Forest |
| Hover | None (uses hover speed) |
| Walker | Dense Forest, Marsh |
Air Vehicles
Types: Flyers, hoppers, hybrid aircraft Advantages: Ignore ground terrain, fast Limitations: Weather-dependent, exposed
Exploration Benefits:
- Rapid reconnaissance
- Access to elevated areas
- Bypass dangerous terrain
- Wide-area surveys
Weather Restrictions:
- Strong winds: -2 to Piloting checks
- Heavy precipitation: -4 to Piloting checks
- Severe storms: Cannot fly (or DC 25+ Piloting)
Aquatic Vehicles
Types: Boats, submarines, hybrid vessels Advantages: Navigate water biomes Limitations: Requires water bodies
Exploration Benefits:
- Explore aquatic hexes
- Underwater investigation
- Protected from surface weather
- Mobile research platform
Space Vehicles
Types: Shuttles, escape pods, EVA suits with thrusters Advantages: Vacuum operation, zero-G capable Limitations: Requires environmental sealing
Exploration Benefits:
- Operate in vacuum
- Access orbital features
- Travel between surface and space
- Emergency evacuation
Vehicle Exploration Activities
When traveling in vehicles, characters can perform different activities than on foot.
Pilot (1 Character Required)
Action: Control the vehicle Requirements: Piloting skill Effect: Navigate terrain, avoid hazards, control speed
Navigator (Optional)
Action: Plan routes and identify features Skills: Survival, Physical Science, Computers (with sensors) Effect: +2 circumstance bonus to avoid getting lost
Scanner Operator (Requires Equipment)
Action: Operate vehicle sensors Skills: Computers, Physical Science, Perception Effect: Detect features at longer range, identify threats
Engineer (Optional)
Action: Maintain vehicle systems Skills: Engineering, Crafting Effect: Repair damage, optimize performance, prevent breakdowns
Lookout (Optional)
Action: Watch for threats and opportunities Skills: Perception, Survival Effect: Notice encounters, hazards, and points of interest
Resting Passengers
Action: Rest, recover, or perform non-physical activities Effect: Can use downtime activities during travel
Vehicle Travel Speed
Vehicles use their own speed to determine activities per day.
Ground Vehicle Speed Conversion
| Vehicle Speed | Hexes Per Day | Activities Per Day |
|---|---|---|
| 50 ft | 1 hex | 4 (modified by terrain) |
| 100 ft | 2 hexes | 8 (modified by terrain) |
| 150 ft | 3 hexes | 12 (modified by terrain) |
| 200 ft | 4 hexes | 16 (modified by terrain) |
Terrain Modifiers: Still apply biome activity costs, but vehicle has more activities available.
Example: A hover vehicle with 150 ft speed (12 activities/day) can cross 4 Plains hexes (1 activity each) and 2 Forest hexes (3 activities each) in one day: 4 + 6 = 10 activities.
Air Vehicle Speed Conversion
Air vehicles ignore ground terrain but are affected by weather.
| Vehicle Speed | Hexes Per Day | Weather Restriction |
|---|---|---|
| 200 ft | 8 hexes | Normal weather |
| 300 ft | 12 hexes | -4 in heavy weather |
| 400 ft | 16 hexes | -8 in severe weather |
| 500+ ft | 20+ hexes | Must land in storms |
Aquatic Vehicle Speed Conversion
Aquatic vehicles function only in water hexes.
| Vehicle Speed | Hexes Per Day | Notes |
|---|---|---|
| 50 ft | 2 hexes | Surface vessels |
| 100 ft | 4 hexes | Submarines ignore weather |
| 150 ft | 6 hexes | Hybrid vessels |
| 200 ft | 8 hexes | High-speed craft |
Vehicle-Specific Hazards
Mechanical Failure
Vehicles can malfunction or break down during exploration.
Breakdown Check: When crossing difficult terrain or after combat DC: Engineering or Crafting DC based on vehicle condition
| Condition | Breakdown DC | Effect on Failure |
|---|---|---|
| Pristine | — | No check needed |
| Good | 15 | Minor issue (-10% speed) |
| Damaged | 18 | Major issue (1d4 hours repair) |
| Critical | 22 | Breakdown (4d4 hours repair) |
Environmental Damage
Certain environments damage vehicles over time.
| Environment | Damage | Frequency | Protection |
|---|---|---|---|
| Corrosive Atmosphere | 1d6 | Per hour | Sealed hull (+2 AC) |
| Extreme Heat | 2d6 fire | Per 10 min | Thermal shielding |
| Extreme Cold | 2d6 cold | Per 10 min | Insulation |
| Radiation | Special | See radiation rules | Shielding |
| Nanotech Swarm | 4d6 | Per round | EM shielding |
Collision and Obstacles
Collision Damage: Vehicle's collision damage (see vehicle stats) Avoidance: Piloting check vs. obstacle DC
| Obstacle | DC | Damage to Vehicle (Failure) |
|---|---|---|
| Small rocks/debris | 14 | 1d6 |
| Large boulder | 18 | 3d6 |
| Tree/structure | 20 | 5d6 |
| Cliff/ravine | 25 | 10d6 + falling |
Vehicle Modifications for Exploration
Vehicles can be customized with modifications to improve exploration capability.
Sensor Suite
Effect: +2 circumstance bonus to Perception and Science checks to detect features Mod Slots: 1
Extended Range Tanks
Effect: Double fuel capacity Mod Slots: 1
All-Terrain Upgrade
Effect: Difficult terrain = normal; reduce biome activity cost by 1 (minimum 1) Mod Slots: 1
Environmental Sealing (Advanced)
Effect: Protects against corrosive and toxic atmospheres for 72 hours Mod Slots: 1
Cargo Expansion
Effect: Double cargo capacity Mod Slots: 1
Mobile Lab
Effect: Can perform Science and Medicine checks as if in facility; +1 circumstance bonus Mod Slots: 2
Climbing Gear
Effect: Can traverse vertical surfaces at half speed Mod Slots: 1
Amphibious Adaptation
Effect: Can travel on water at full speed Mod Slots: 1
EVA (EXTRAVEHICULAR ACTIVITY)
EVA refers to operations outside pressurized environments—in vacuum, thin atmospheres, or hostile conditions requiring full environmental protection.
EVA Equipment Requirements
Minimum Requirements
- Environmental protection (armor with seal or space suit)
- Oxygen supply (8+ hours recommended)
- Radiation protection
- Temperature regulation
- Communication system
Recommended Equipment
- Maneuvering thrusters (for zero-G)
- Safety tether
- Emergency beacon
- Tool kit
- Emergency oxygen reserve
EVA Movement
Movement in EVA conditions depends on the environment.
Surface EVA (With Gravity)
Movement: Normal, but modified by gravity level
- Low gravity: Speed ×1.5, Jump distance ×3
- High gravity: Speed ×0.5, Jump distance ×0.5
- See Environmental Hazards for details
Encumbrance: Bulky suits may reduce speed (GM discretion)
Zero-G EVA
Movement: Requires propulsion or pushing off surfaces
Base Drift Speed: 10 feet per action Push-Off Movement: 30 feet in straight line (requires surface or anchor point)
Maneuvering Check: Acrobatics or Athletics DC 18 to change direction or stop
| Result | Effect |
|---|---|
| Critical Success | Move as intended; can take other actions |
| Success | Move as intended |
| Failure | Continue drifting in original direction |
| Critical Failure | Begin spinning; flat-footed until stabilized |
Stabilization: Requires another Acrobatics/Athletics check (DC 18) or ally's assistance
Maneuvering Thrusters
Effect: Grant controlled movement in zero-G Movement: Use your normal Speed in any direction Fuel: Limited duration (typically 8 hours continuous use) Cost: 30 gp (item level 4)
EVA Activities
Tethered Operations
Effect: Prevents drifting; provides stability Limitation: Movement limited to tether length (typically 100 feet) Benefit: +2 circumstance bonus to avoid drifting or spinning
Structural Work
Performing work on spacecraft, station exteriors, or equipment.
Tasks:
- Hull repairs (Engineering/Crafting)
- Equipment installation
- Scientific measurements
- Sample collection
DC Modifier: +2 to all checks (awkward conditions) Time Modifier: ×1.5 (EVA complications)
Surface Sampling
Collecting geological or biological samples.
Skill: Physical Science, Life Science, or Survival DC: Varies by target (typically 15-20) Time: 10 minutes per sample
Emergency Repairs
Repairing critical systems or sealing breaches.
Skill: Engineering or Crafting DC: Based on damage severity (15-28) Time: 2 actions to 10 minutes See also: Space Environment Rules for breach sealing
EVA Hazards
Micrometeorite Strikes
Small, high-velocity particles pose constant danger in space.
Frequency: Rare (5% chance per hour of EVA) Damage: 2d6 piercing (ignores first 5 points of armor) Effect: May breach suit (on critical hit or 20+ damage)
Suit Breach:
- Lose 1 hour of oxygen per minute
- Must seal breach (Engineering DC 15, 2 actions)
- Emergency patch kit provides temporary seal
Radiation Exposure
See Space Environment Rules for detailed radiation rules.
EVA Protection:
- Standard space suit: +2 to saves
- Radiation-shielded suit: +4 to saves; reduces level by 1
Tether Failure
Safety tethers can break or detach.
Failure Chance: On critical failure of any physical check, or when taking 20+ damage Effect: Begin drifting away from anchor point Recovery: Requires maneuvering thrusters or rescue by allies
Drift Rate: 10 feet per round (increases with momentum)
Disorientation
Lack of visual references can cause spatial disorientation.
Trigger: Extended time in zero-G without visual anchors Save: Fortitude DC 15 (once per hour) Effect on Failure: Disoriented condition; -2 to all checks until reoriented
Reorientation: Requires 1 minute of rest or DC 15 Perception check to find reference point
Equipment Malfunction
EVA equipment can fail in hostile environments.
Malfunction Chance:
- Extreme temperature: 5% per hour
- Radiation zone: 10% per hour
- Corrosive atmosphere: 15% per hour
Effect:
- Minor: Warning alarm; 1 hour until critical
- Major: Immediate failure; emergency measures needed
- Critical: Catastrophic failure; immediate danger
EVA Communication
Line-of-Sight Communication
Range: 1 mile (visual) Effect: Direct suit-to-suit communication Reliability: Excellent
Radio Communication
Range: 10 miles (standard), 100 miles (boosted) Effect: Team coordination Interference: Radiation, electromagnetic activity, terrain
Emergency Beacon
Range: 100 miles Effect: Distress signal only Duration: 48 hours Cost: 5 gp (item level 2)
EVA Time Limits
Oxygen Supply
Standard space suits provide 8 hours of oxygen.
Extending Duration:
- Light activity: +50% (12 hours total)
- Rationing (Survival DC 15): +25% (10 hours total)
- Emergency reserve: +2 hours (single use)
Running Out:
- 10-minute warning alarm
- Suffocation rules apply when depleted
- See Space Environment Rules
Power Supply
Powered equipment (thrusters, heating/cooling, electronics) requires power.
Standard Duration: 24 hours High Usage: 8 hours (continuous thruster use) Power Failure: Lose temperature regulation, communications, thrusters
Physical Endurance
EVA is physically demanding.
Endurance Check: Fortitude or Athletics DC 15 Frequency: Every 4 hours of continuous EVA Failure: Become Fatigued Critical Failure: Become Exhausted
Rest: Requires return to pressurized environment
EXPLORATION ACTIVITIES
Characters choose exploration activities showing what they focus on during planetary exploration. These activities are based on PF2E core activities with additions for sci-fi environments.
Core Exploration Activities
Avoid Notice
Skill: Stealth Effect: Sneak around undetected
Move cautiously to avoid drawing attention from creatures and sensors. Ask what precautions they're taking.
Detection: Opposed by Perception or sensor systems
Defend
Effect: Keep shield raised; travel at half Speed
Maintain defensive posture during travel. Provides shield benefits if combat begins.
Detect Magic
Effect: Continuously cast detect magic
Repeat detect magic spell effects continuously. Doesn't reveal illusions of equal/higher rank or hazards requiring minimum proficiency.
Decision Points: Let players choose whether to stop and investigate or continue.
Detect Technology
Skill: Computers or Engineering Effect: Sense nearby technology
Continuously scan for technological devices, signals, or equipment.
Range: 30 feet Detection: Reveals presence of technology, not details
Follow the Expert
Effect: Gain better bonus by following ally's tactic
Usually can't perform other activities simultaneously. Encourage varied descriptions of how help occurs.
Application: Especially useful for navigating unfamiliar biomes or using specialized equipment.
Hustle
Effect: Travel faster
Travel faster than normal; can't be maintained indefinitely (strenuous activity).
Speed Increase: +50% to activities per day Limitation: Requires Fortitude save (DC 15) every 4 hours or become Fatigued
Investigate
Skill: Recall Knowledge (appropriate skill) Effect: Learn about surroundings
Recall Knowledge about surroundings. Initial success gives clues leading to closer examination.
Common Skills:
- Nature: Natural phenomena, ecosystems
- Physical Science: Geology, atmospheric conditions
- Life Science: Xenobiology, organisms
- Culture: Ruins, artifacts, civilizations
Repeat a Spell
Effect: Cast or sustain a spell repeatedly
Maintain useful spells during travel. Common choices include:
- Environmental protection
- Sensor enhancement
- Communication
- Concealment
Scout
Skill: Perception, Survival Effect: Look ahead for danger
Range ahead to check for obstacles and threats.
Advantage: May encounter hazards before the group Risk: May be separated if ambushed
Search
Skill: Perception Effect: Seek hidden things while traveling
Seek hidden things while traveling. Success reveals presence of unusual elements, not comprehensive catalogs.
Emphasis: Provides jumping-off points for closer inspection.
Sci-Fi Exploration Activities
Analyze Environment
Skills: Physical Science, Life Science, or Survival Effect: Study planetary conditions
Analyze atmospheric composition, gravity, radiation levels, and environmental hazards.
Time: 10 minutes with equipment, 1 hour without Success: Identify environmental properties and hazards Critical Success: Also identify resources or opportunities
Monitor Communications
Skill: Computers Requirements: Communications equipment Effect: Listen for signals and transmissions
Scan communication frequencies for signals, distress calls, or chatter.
Range: Varies by equipment (typically 10-100 miles) Success: Detect active communications Critical Success: Intercept and decode messages
Navigate by Sensors
Skill: Computers or Physical Science Requirements: Sensor equipment Effect: Use technology to navigate
Use sensors, GPS, or orbital data to navigate.
Bonus: +4 circumstance bonus to avoid getting lost Limitation: May not work in high-interference areas
Operate Vehicle
Skill: Piloting Effect: Control vehicle during travel
Maintain vehicle control during exploration. Typically doesn't require checks unless hazards appear.
Hazard Checks: Piloting vs. hazard DC to avoid obstacles
Prospect for Resources
Skills: Survival, Physical Science, or Perception Effect: Search for valuable resources
Look for minerals, water, fuel sources, or other resources.
Time: Part of normal exploration Success: Identify resource deposits or promising areas Critical Success: Find high-quality or rare resources
Record Data
Skill: Any appropriate skill Requirements: Recording equipment Effect: Document discoveries
Create detailed records of exploration for later reference or sale.
Benefit: +2 circumstance bonus to Research or Recall Knowledge about the area later Value: Recorded data may have monetary value (GM discretion)
Scan for Life
Skill: Computers, Perception, or Life Science Requirements: Sensors or mystic sense Effect: Detect living creatures
Search for signs of life in the area.
Range: Varies by method (100 feet to 1 mile) Success: Detect presence and general location of creatures Critical Success: Identify creature types and numbers
Secure Equipment
Skill: Athletics or Acrobatics Effect: Prepare for hazards
Secure gear against environmental hazards (high winds, zero-G, earthquakes, etc.).
Benefit: Equipment less likely to be lost or damaged Prevention: Automatic success against minor hazards; +4 against major hazards
Track Vehicle
Skill: Survival or Computers Effect: Follow vehicle tracks or signals
Follow ground vehicles by tracks or flying vehicles by sensor signature.
Difficulty: DC varies by terrain and time elapsed Technology Aid: Sensors provide +2 circumstance bonus
Activity Combinations
Some activities can be combined; others are mutually exclusive.
Compatible Activities
- Defend + Detect Magic
- Follow the Expert + (any other activity)
- Record Data + (most observation activities)
- Monitor Communications + Search
Incompatible Activities
- Hustle + (most activities requiring attention)
- Scout + (activities requiring staying with group)
- Operate Vehicle + (activities requiring mobility)
- Avoid Notice + Hustle
ENVIRONMENTAL HAZARDS INTEGRATION
Planetary exploration frequently exposes characters to environmental hazards. Reference Space_Environment_Rules_SF2E.md for complete details.
Quick Reference: Common Hazards
Vacuum Exposure
Immediate Effects:
- Suffocation (Constitution modifier rounds)
- 1d6 bludgeoning per round
- No temperature damage (contrary to myth)
Protection: Environmental sealing required
Radiation Zones
Levels: Low (DC 15), Medium (DC 18), High (DC 22), Severe (DC 28)
Effects:
- Damage (1d4 to 8d6)
- Sickened condition
- Drained condition (high/severe)
Protection: Radiation shielding, medication
Gravity Variations
Low Gravity: Jump ×3, Carry ×2, Speed bonus High Gravity: Speed ×0.5, Carry ×0.5, penalties Zero-G: Special movement rules, maneuvering checks Extreme Gravity: 1d6 damage per round
Atmospheric Hazards
Thin Atmosphere: Fatigue risk (Fort DC 15 per hour) Thick Atmosphere: Sickened risk, breathing difficulty Corrosive Atmosphere: 1 to 4d6 acid per round/minute Toxic Atmosphere: Inhaled poison (DC 15-25) No Atmosphere: Vacuum rules apply
Temperature Extremes
Heat Levels: Hot, Severe, Extreme, Burning (1d4 to 4d6 fire damage) Cold Levels: Cold, Severe, Extreme, Freezing (1d4 to 4d6 cold damage)
Frequency: Per hour, per 10 minutes, per minute, or per round depending on severity
Environmental Protection Summary
| Protection Type | Duration | Hazards Protected |
|---|---|---|
| Basic Environmental Seal | 24 hours | Vacuum, mild corrosive, thin atmosphere |
| Standard Environmental Seal | 72 hours | Vacuum, moderate toxic/corrosive, temperature extremes |
| Advanced Environmental Seal | 1 week | All atmospheric, severe temperature, low radiation |
| Military Environmental Seal | 2 weeks | All atmospheric, extreme temperature, medium radiation |
Biome-Specific Hazards
Standard Biomes
Arctic
- Extreme cold (2d6 cold per 10 min, Fort DC 18)
- Blizzards (visibility reduction, difficult terrain)
- Ice hazards (falling through ice, avalanches)
Desert
- Extreme heat (2d6 fire per 10 min, Fort DC 18)
- Dehydration (accelerated water needs)
- Sandstorms (visibility reduction, abrasion damage)
Forest
- Dense vegetation (difficult terrain, visibility)
- Wildlife encounters
- Natural toxins (plants, insects)
Marsh
- Disease risk (+2 DC to resist diseases)
- Difficult terrain (movement penalties)
- Quicksand or deep mud (Athletics to escape)
Mountain
- Altitude sickness (thin atmosphere effects)
- Falling hazards (climbing failures)
- Weather extremes (rapid changes)
Aquatic
- Drowning risk (Constitution rounds breath-holding)
- Water pressure (depth-dependent damage)
- Aquatic predators
Subterranean
- Darkness (vision penalties without light)
- Cave-ins (structural hazards)
- Limited air (suffocation in sealed areas)
Space
- Vacuum exposure
- Radiation
- Temperature extremes
- Micrometeorites
Sci-Fi Biomes
Toxic Waste
- Corrosive atmosphere (2d6 acid per minute, moderate)
- Contaminated water/food
- Mutagenic exposure (long-term effects)
Radiation Zone
- Medium to High radiation (2d6 to 4d6 per minute)
- Equipment malfunction
- Long-term sickness
Vacuum Breach
- Immediate vacuum exposure
- Decompression damage (3d6 initial)
- Extreme temperature cycling
Zero-G Environment
- Disorientation (Acrobatics DC 18)
- Movement limitations
- Difficulty with physical tasks (-2 penalty)
Crystal Fields
- Difficult terrain
- Light refraction (Perception penalties)
- Sharp edges (damage on falls)
- Electromagnetic interference
Fungal Jungle
- Spore inhalation (inhaled poison, DC 15)
- Dense terrain (movement penalties)
- Hallucinogenic effects (Will save or confused)
Lava Flows
- Extreme heat (4d6 fire per round, DC 25)
- Unstable ground (Reflex saves to avoid falls)
- Toxic gases (DC 18 Fort or Sickened)
Methane Sea
- Extreme cold (4d6 cold per round, DC 25)
- Suffocation (if suit breached)
- Unique chemistry (normal items may react unpredictably)
Nanotech Swarm
- Direct nanite damage (4d6 per round)
- Equipment corruption (damaged items malfunction)
- Terrain transformation (changes randomly)
TRAVEL AND NAVIGATION
Navigation Basics
Characters attempting to travel to specific locations must navigate successfully.
Known Routes
Travel along established paths or to visible landmarks requires no checks.
Examples:
- Following a road or trail
- Traveling to a visible mountain or structure
- Using GPS or orbital guidance
- Returning along previously mapped route
Unknown Territory
Travel through unmapped areas requires navigation checks.
Skill: Survival (primary) or Physical Science (with orbital data) Frequency: Once per day of travel DC: Based on terrain and conditions (see Biome Table)
| Result | Effect |
|---|---|
| Critical Success | Efficient travel; reduce activity cost by 1 (minimum 1) |
| Success | Stay on course |
| Failure | Veer off course; +1 activity to correct |
| Critical Failure | Become lost; GM determines new location |
Navigation Modifiers
| Condition | DC Modifier |
|---|---|
| Clear weather, good visibility | -2 |
| Overcast but clear | 0 |
| Poor visibility (fog, rain) | +2 |
| No visibility (sandstorm, whiteout) | +5 |
| Detailed map available | -4 |
| Sensor/GPS guidance | -4 |
| No references (featureless terrain) | +4 |
| Interfered sensors | +2 to +5 |
Getting Lost
When characters become lost through failed checks or story events, keep this brief (typically resolving within a session).
Lost Condition
Effect:
- Don't know current hex location
- Can't determine direction to destination
- May travel in wrong direction
Recovery:
- Successful navigation check
- Find recognizable landmark
- Sensor sweep (if equipment available)
- Orbital assistance (if communication possible)
Extended Lost Situations
If navigation fails repeatedly, introduce new discoveries:
- Stumble upon unexpected location
- Encounter other travelers who provide directions
- Find high ground for orientation
- Discover mapping data in ruins
Daily Travel Structure
Morning Preparations (1 hour)
Before traveling, characters can:
- Prepare spells
- Don armor and environmental protection
- Check equipment and supplies
- Plan route
- Perform vehicle maintenance
Travel Period (8-10 hours)
Main exploration and travel period.
Activities: Based on speed and terrain Breaks: Brief rests as needed (included in activity cost) Complications: Encounters, hazards, discoveries
Evening Procedures (1-2 hours)
- Establish camp or find shelter
- Prepare food
- Perform equipment maintenance
- Keep watch
- Rest and recovery
Rest Period (8 hours)
See Resting rules below.
Travel Speed by Transportation
On Foot
Use standard activities per day based on Speed (see Hexploration section).
Typical Party: 2 activities per day (30 ft speed) Fast Party: 3-4 activities per day (40-50 ft speed) Slowed Party: 1 activity per day (20-25 ft speed)
Mounted
Use mount's speed for activities per day.
Common Mounts:
- Standard riding animal: 40 ft (3 activities)
- Fast mount: 50 ft (4 activities)
- Slow mount: 30 ft (2 activities)
Ground Vehicles
Much faster than on foot.
Typical Rover: 100 ft (8 activities base, modified by terrain) Fast Hover Vehicle: 150 ft (12 activities, less terrain impact) Slow Walker: 50 ft (4 activities)
Air Vehicles
Fastest travel, ignore ground terrain.
Typical Flyer: 300 ft (12 hexes per day) Fast Aircraft: 500 ft (20 hexes per day)
Forced March
Characters can push beyond normal limits.
Effect: +50% activities per day Cost: Fortitude save (DC 15) every 2 hours or become Fatigued Limitation: Cannot forced march if already Fatigued
Resting During Exploration
Daily Rest
Characters require 8 hours of sleep per 24-hour period.
Benefits:
- Recover HP equal to Con modifier × level (minimum 1)
- Lose Fatigued condition
- Reduce Doomed/Drained by 1
- Spellcasters regain spells
Quality Modifiers:
- Without shelter/comfort: Half HP recovery (minimum 1)
- Sleeping in armor: Wake Fatigued, no Fatigue recovery
- Uncomfortable environment: GM may reduce benefits
Watches
Groups typically maintain watches during rest.
Watch Schedule:
| Group Size | Total Time | Watch Duration Each |
|---|---|---|
| 2 | 16 hours | 8 hours |
| 3 | 12 hours | 4 hours |
| 4 | 10 hrs 40 min | 2 hrs 40 min |
| 5 | 10 hours | 2 hours |
| 6 | 9 hrs 36 min | 1 hr 36 min |
Note: Watches extend total time because watchers must rest after others wake.
Safe Havens
Resting in protected locations (vehicles, structures, camps) provides better recovery.
Benefits:
- Full HP recovery
- No environmental threats during rest
- Ability to remove armor comfortably
- Secure equipment storage
Subsistence
Characters must eat and drink to survive.
Basic Needs
Water: 1 gallon per day (2 gallons in hot climates) Food: 1 ration per day
Encumbrance:
- 1 week water (7 gallons): 7 bulk
- 1 week food (7 rations): 1 bulk
Gathering Supplies
Skill: Survival Time: 1 day per week of supplies for 1 person DC: Based on biome abundance
| Biome Abundance | DC | Success Yield |
|---|---|---|
| Abundant (forest, aquatic) | 12 | 1 week supplies |
| Moderate (plains, marsh) | 15 | 1 week supplies |
| Scarce (desert, mountain) | 18 | 3 days supplies |
| Barren (arctic, toxic waste) | 22 | 1 day supplies |
| None (space, vacuum breach) | — | No supplies available |
Starvation and Thirst
Without Water:
- After (Con modifier + 1) days: 1d4 damage per hour (unhealable until hydrated)
Without Food:
- After (Con modifier + 1) days: 1 damage per day (unhealable until fed)
- Become Fatigued
RANDOM ENCOUNTER TABLES
Random encounters enliven exploration and reinforce the feeling of a living world.
Encounter Frequency
Standard Frequency: Check once per day of exploration
Chance: 15% base, adjusted by terrain and circumstances
| Condition | Modifier |
|---|---|
| Heavily populated area | +10% |
| Wilderness | 0% |
| Remote/barren area | -5% |
| Active patrols/defenses | +15% |
| Stealthy travel (Avoid Notice) | -5% |
| Loud/obvious travel | +10% |
Escalation: If no encounter occurs, increase chance by 15% next check (max 90%)
Encounter Type Table (d%)
| d% | Encounter Type |
|---|---|
| 01-10 | Discovery (no creatures) |
| 11-25 | Neutral creatures |
| 26-35 | Potential allies |
| 36-70 | Hostile creatures |
| 71-80 | Environmental hazard |
| 81-90 | Clue or mystery |
| 91-00 | Special (GM's choice) |
Sample Biome Encounters
Arctic Encounters (d12)
| d12 | Encounter | Attitude | Notes |
|---|---|---|---|
| 1 | Ice formation (discovery) | — | Unusual crystal or frozen structure |
| 2 | Weather station (abandoned) | — | Salvageable equipment |
| 3 | 1d4 ice elementals | Hostile | Territorial guardians |
| 4 | Research team (2d4 scientists) | Friendly | Lost or investigating |
| 5 | 1 yeti | Hostile | Hungry predator |
| 6 | Avalanche (hazard) | — | Reflex DC 18 or 6d6 damage |
| 7 | Frozen corpse (clue) | — | Recent death, mysterious cause |
| 8 | 2d6 ice worms | Hostile | Burrowing hunters |
| 9 | Geothermal vent (discovery) | — | Warmth, possible resources |
| 10 | Crashed shuttle | — | Salvage and survivors (50%) |
| 11 | Ancient artifact (buried) | — | Requires excavation |
| 12 | Weather satellite | — | Communications opportunity |
Desert Encounters (d12)
| d12 | Encounter | Attitude | Notes |
|---|---|---|---|
| 1 | Oasis (discovery) | — | Water source, possible inhabitants |
| 2 | Sandstorm (hazard) | — | Visibility zero, 1d4 damage/round |
| 3 | 2d4 desert raiders | Hostile | Bandits seeking plunder |
| 4 | Nomad caravan (3d6 traders) | Neutral | Trade opportunity |
| 5 | 1 desert behemoth | Hostile | Massive territorial creature |
| 6 | Ruins (ancient) | — | Possible shelter, mysteries |
| 7 | 1d6 heat-adapted creatures | Varies | Local wildlife |
| 8 | Solar collector array | — | Technology salvage |
| 9 | Mirage (discovery) | — | False hope or mystic phenomenon |
| 10 | Mining operation (1d6 workers) | Neutral | Corporate or independent |
| 11 | Buried spacecraft | — | Investigate or salvage |
| 12 | Weather control station | — | Functioning or damaged |
Forest Encounters (d12)
| d12 | Encounter | Attitude | Notes |
|---|---|---|---|
| 1 | Clearing with unusual plants | — | Possible resources or hazards |
| 2 | 2d6 native creatures | Neutral | Herbivores or small predators |
| 3 | Treehouse settlement (1d6 locals) | Neutral | Hidden community |
| 4 | 1d4 apex predators | Hostile | Hunting pack |
| 5 | Sacred grove (discovery) | — | Mystical significance |
| 6 | Aggressive plant life (hazard) | — | Entangling or toxic |
| 7 | Scout party (1d4 soldiers) | Varies | Military or corporate |
| 8 | Hidden research station | — | Abandoned or active |
| 9 | Territorial herbivores (2d6) | Hostile | Protecting young |
| 10 | Natural phenomena | — | Bioluminescence, geysers |
| 11 | Ancient tree (massive) | — | Possible treasure or resident |
| 12 | Fungal growth (hazard) | — | Toxic spores |
Toxic Waste Encounters (d12)
| d12 | Encounter | Attitude | Notes |
|---|---|---|---|
| 1 | Abandoned facility | — | Hazardous but salvageable |
| 2 | 1d6 mutated creatures | Hostile | Deformed by toxins |
| 3 | Cleanup crew (1d4 workers) | Neutral | In protective gear |
| 4 | Chemical pool (hazard) | — | 4d6 acid if contacted |
| 5 | 1 toxic elemental | Hostile | Embodied pollution |
| 6 | Scavenger camp (2d4 people) | Neutral | Desperate survivors |
| 7 | Corroded machinery | — | Dangerous but valuable |
| 8 | 2d6 waste rats | Hostile | Adapted vermin |
| 9 | Gas vent (hazard) | — | Inhaled poison DC 18 |
| 10 | Abandoned vehicles | — | Partial shelter, salvage |
| 11 | Warning beacon (active) | — | Indicates greater danger |
| 12 | Decontamination station | — | Partial functionality |
Radiation Zone Encounters (d12)
| d12 | Encounter | Attitude | Notes |
|---|---|---|---|
| 1 | Reactor ruins | — | High radiation, valuable salvage |
| 2 | 1d4 rad-adapted creatures | Hostile | Immune to radiation |
| 3 | Scientist team (1d4 researchers) | Friendly | Studying radiation |
| 4 | Radiation spike (hazard) | — | High level radiation |
| 5 | 1 glowing aberration | Hostile | Radiation-spawned |
| 6 | Shielded bunker | — | Shelter from radiation |
| 7 | 2d6 mutants | Varies | Affected by long exposure |
| 8 | Crashed military craft | — | Salvage but irradiated |
| 9 | Monitoring station | — | Data on radiation patterns |
| 10 | Strange crystals (discovery) | — | Radioactive minerals |
| 11 | Energy anomaly | — | Dangerous phenomenon |
| 12 | Derelict power armor | — | Heavy radiation but valuable |
Zero-G Environment Encounters (d12)
| d12 | Encounter | Attitude | Notes |
|---|---|---|---|
| 1 | Debris field | — | Salvage opportunity |
| 2 | 1d6 space-adapted creatures | Varies | Alien life forms |
| 3 | Repair crew (1d4 workers) | Neutral | On assignment |
| 4 | Asteroid fragment (hazard) | — | Collision risk |
| 5 | 1 security drone | Hostile | Automated defense |
| 6 | Abandoned station module | — | Investigation opportunity |
| 7 | 2d4 pirates | Hostile | Zero-G raiders |
| 8 | Cargo containers (drifting) | — | Salvage contents |
| 9 | Satellite or probe | — | Data retrieval |
| 10 | Micrometeorite shower (hazard) | — | 2d6 damage/round exposed |
| 11 | Escape pod | — | May contain survivor |
| 12 | Energy field (discovery) | — | Unknown purpose |
Crashed Starship Encounters (d12)
| d12 | Encounter | Attitude | Notes |
|---|---|---|---|
| 1 | Stable section | — | Safe shelter |
| 2 | 1d6 survivors | Neutral | Desperate or hostile |
| 3 | Security robots (1d4) | Hostile | Still active |
| 4 | Structural collapse (hazard) | — | Reflex DC 18 or trapped |
| 5 | Valuable cargo | — | Salvage opportunity |
| 6 | Scavenger gang (2d4 raiders) | Hostile | Looting the wreck |
| 7 | Fuel leak (hazard) | — | Fire risk, toxic fumes |
| 8 | Ship's AI (partial) | Neutral | Damaged but functional |
| 9 | Creature nest (1d6 creatures) | Hostile | Made home in wreck |
| 10 | Engineering bay | — | Tools and parts |
| 11 | Black box (discovery) | — | Flight records |
| 12 | Medical bay | — | Supplies and stasis pods |
Creating Custom Encounter Tables
Step 1: Define Theme
What is the primary feel of this biome or region?
- Dangerous wilderness
- Post-apocalyptic wasteland
- Active warzone
- Mysterious ancient site
Step 2: Determine Encounter Mix
Choose percentages for each category:
- Hostile: Combat encounters (typically 40-50%)
- Neutral: Non-threatening creatures or NPCs (20-30%)
- Friendly: Potential allies (10-15%)
- Discovery: Interesting locations or features (10-15%)
- Hazard: Environmental dangers (10-15%)
- Clue: Mystery advancement (5-10%)
Step 3: Select Appropriate Threats
Match creature levels to expected party level:
- Standard encounters: Party level ±1
- Easy encounters: Party level -2 to -1
- Challenging encounters: Party level +1 to +2
- Deadly encounters: Party level +3 to +4 (rare, signposted)
Step 4: Add Variety
Include:
- Different creature types
- Environmental storytelling (corpses, abandoned equipment)
- Faction representatives
- Mysterious phenomena
- Resource opportunities (salvage, water, shelter)
Step 5: Incorporate Clues
Ensure 1-2 encounters provide clues to larger mysteries or story elements.
Example Clues:
- Unusual technology with unknown function
- Messages or logs from previous explorers
- Evidence of recent activity
- Inconsistencies that don't make sense
Encounter Development
When an encounter is indicated, develop it using this framework:
1. Initial Detection
How do the PCs first become aware of the encounter?
- Visual (seeing creatures or features)
- Auditory (hearing sounds)
- Technological (sensor readings)
- Mystical (magical detection)
2. Range and Surprise
Detection Range: Varies by environment and method
| Condition | Detection Range |
|---|---|
| Open terrain, clear weather | 1d6 × 100 feet |
| Moderate terrain/weather | 1d6 × 50 feet |
| Dense terrain/poor weather | 1d6 × 20 feet |
| Sensor detection | ×2 to visual range |
Surprise: Compare Stealth vs. Perception (see Surprise Attacks section)
3. Creature Attitude
Roll or choose attitude:
| d6 | Attitude | Response |
|---|---|---|
| 1 | Hostile | Attacks immediately |
| 2-3 | Unfriendly | Threatening; may attack if provoked |
| 4-5 | Neutral | Observes; responds to PC actions |
| 6 | Friendly | Open to communication |
Modifiers:
- PCs threaten territory: -1
- PCs offer food/gifts: +1
- PCs demonstrate power: ±1 (intimidation)
- Previous encounters with PCs: ±2
4. Encounter Resolution
Encounters can resolve through:
- Combat: Roll initiative
- Negotiation: Diplomacy or similar skills
- Avoidance: Stealth or alternate routes
- Environmental interaction: Using terrain to bypass
APPENDIX: QUICK REFERENCE TABLES
Travel Times by Transport
| Method | Daily Distance | Activities |
|---|---|---|
| Foot (30 ft) | 2-6 hexes | 2 × biome costs |
| Mount (40 ft) | 3-9 hexes | 3 × biome costs |
| Rover (100 ft) | 8-16 hexes | 8 × biome costs |
| Flyer (300 ft) | 12 hexes | Ignores terrain |
Common Biome Costs
| Biome | Cost | Common Hazards |
|---|---|---|
| Plains | 1 | Weather, predators |
| Urban | 1 | Encounters, law |
| Airborne | 1 | Weather, thin air |
| Aquatic | 1 | Drowning, pressure |
| Arctic | 2 | Cold, visibility |
| Desert | 2 | Heat, dehydration |
| Marsh | 2 | Disease, terrain |
| Mountain | 2 | Altitude, falling |
| Subterranean | 2 | Darkness, air |
| Toxic Waste | 2 | Corrosion, poison |
| Radiation Zone | 2 | Radiation, mutation |
| Forest | 3 | Dense terrain, wildlife |
| Fungal Jungle | 3 | Spores, terrain |
Environmental Protection Requirements
| Environment | Required Protection | Duration |
|---|---|---|
| Vacuum | Environmental seal | 24+ hours |
| Toxic Atmosphere | Environmental seal or rebreather | Varies |
| Corrosive Atmosphere | Sealed suit (advanced) | 72+ hours |
| Radiation Zone | Shielding (+4 bonus) | Continuous |
| Extreme Heat/Cold | Thermal regulation | Continuous |
| Zero-G | Maneuvering thrusters | 8 hours fuel |
Navigation DC by Condition
| Condition | DC Modifier |
|---|---|
| Clear visibility | -2 |
| Poor visibility | +2 |
| No visibility | +5 |
| Detailed map | -4 |
| GPS/sensors | -4 |
| Interference | +2 to +5 |
| Featureless terrain | +4 |
Skill Uses by Environment
| Environment | Key Skills |
|---|---|
| Wilderness | Survival, Nature, Athletics |
| Urban | Society, Diplomacy, Stealth |
| Technological | Computers, Engineering, Physical Science |
| Ruins | Culture, Arcana, Perception |
| Space | Piloting, Physical Science, Computers |
| Hostile | Medicine, Survival, Athletics |
This document integrates SF1E Hexploration, Sandbox Adventure Design, and PF2E Exploration Mode with sci-fi enhancements for SF2E/PF2E gameplay.
For detailed environmental hazard rules, see Space_Environment_Rules_SF2E.md
Fan work, not affiliated with Paizo Inc.
