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PLANETARY EXPLORATION SYSTEM

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

  1. Core Framework - PF2E Exploration Mode
  2. Planetary Hexploration
  3. Sandbox Adventure Design
  4. Sci-Fi Biomes and Environments
  5. Vehicle Exploration
  6. EVA (Extravehicular Activity)
  7. Exploration Activities
  8. Environmental Hazards Integration
  9. Travel and Navigation
  10. 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

  1. Evoke Settings - Use vivid sensory details for alien environments
  2. Control Time Flow - Emphasize tension or speed through uneventful periods
  3. Prompt Reactions - Ask players how characters respond to discoveries
  4. Present Mysteries - Create small-scale hooks encouraging investigation
  5. Move Forward - Add complications on failures rather than stopping progress
  6. 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:

SpeedActivities Per Day
15 ft or less0.5
20-25 ft1
30-35 ft2
40-45 ft3
50+ ft4

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)

ResultEffect
Critical SuccessIdentify biome type, hazards, and best routes
SuccessIdentify biome type and obvious hazards
FailureBasic identification only
Critical FailureMisidentify biome; may prepare incorrectly

Biome Tables

Standard Biomes (from SF1E)

BiomeActivity CostEncounter DCNavigation DC
Airborne11718
Aquatic11416
Arctic21720
Desert21719
Forest31215
Marsh21217
Mountain21618
Plains11614
Space11720
Subterranean21619
Urban11012
WeirdVariable (1-3)14Variable

Sci-Fi Biomes (New)

BiomeActivity CostEncounter DCNavigation DCSpecial
Toxic Waste21817Corrosive atmosphere; see Environmental Hazards
Radiation Zone22016Radiation exposure; see Environmental Hazards
Vacuum Breach11918No atmosphere; environmental protection required
Zero-G Environment11722Special movement rules; Acrobatics/Athletics checks
Crashed Starship21514Urban-like terrain with hazards
Crystal Fields21616Difficult terrain; unusual electromagnetic properties
Fungal Jungle31315Dense vegetation; spore hazards
Lava Flows21918Extreme heat; changing terrain
Methane Sea11617Liquid methane; extreme cold
Nanotech SwarmVariable1819Actively 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:

  1. Commercial Support - Shops for weapons, armor, supplies, and equipment
  2. Medical Facilities - Recovery services and treatment for injuries
  3. Crafting Spaces - Workshop areas for repairs and fabrication
  4. Information Hub - Cantina, job board, infosphere access, or research facilities
  5. Faction Representation - Corporate offices, religious institutions, guild halls
  6. 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 TypeRestricted Terrain
WheeledMountain, Marsh, Subterranean
TrackedMountain (steep), Dense Forest
HoverNone (uses hover speed)
WalkerDense 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

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 SpeedHexes Per DayActivities Per Day
50 ft1 hex4 (modified by terrain)
100 ft2 hexes8 (modified by terrain)
150 ft3 hexes12 (modified by terrain)
200 ft4 hexes16 (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 SpeedHexes Per DayWeather Restriction
200 ft8 hexesNormal weather
300 ft12 hexes-4 in heavy weather
400 ft16 hexes-8 in severe weather
500+ ft20+ hexesMust land in storms

Aquatic Vehicle Speed Conversion

Aquatic vehicles function only in water hexes.

Vehicle SpeedHexes Per DayNotes
50 ft2 hexesSurface vessels
100 ft4 hexesSubmarines ignore weather
150 ft6 hexesHybrid vessels
200 ft8 hexesHigh-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

ConditionBreakdown DCEffect on Failure
PristineNo check needed
Good15Minor issue (-10% speed)
Damaged18Major issue (1d4 hours repair)
Critical22Breakdown (4d4 hours repair)

Environmental Damage

Certain environments damage vehicles over time.

EnvironmentDamageFrequencyProtection
Corrosive Atmosphere1d6Per hourSealed hull (+2 AC)
Extreme Heat2d6 firePer 10 minThermal shielding
Extreme Cold2d6 coldPer 10 minInsulation
RadiationSpecialSee radiation rulesShielding
Nanotech Swarm4d6Per roundEM shielding

Collision and Obstacles

Collision Damage: Vehicle's collision damage (see vehicle stats) Avoidance: Piloting check vs. obstacle DC

ObstacleDCDamage to Vehicle (Failure)
Small rocks/debris141d6
Large boulder183d6
Tree/structure205d6
Cliff/ravine2510d6 + 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
  • 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

ResultEffect
Critical SuccessMove as intended; can take other actions
SuccessMove as intended
FailureContinue drifting in original direction
Critical FailureBegin 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

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

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 TypeDurationHazards Protected
Basic Environmental Seal24 hoursVacuum, mild corrosive, thin atmosphere
Standard Environmental Seal72 hoursVacuum, moderate toxic/corrosive, temperature extremes
Advanced Environmental Seal1 weekAll atmospheric, severe temperature, low radiation
Military Environmental Seal2 weeksAll 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

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)

ResultEffect
Critical SuccessEfficient travel; reduce activity cost by 1 (minimum 1)
SuccessStay on course
FailureVeer off course; +1 activity to correct
Critical FailureBecome lost; GM determines new location
ConditionDC Modifier
Clear weather, good visibility-2
Overcast but clear0
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 SizeTotal TimeWatch Duration Each
216 hours8 hours
312 hours4 hours
410 hrs 40 min2 hrs 40 min
510 hours2 hours
69 hrs 36 min1 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 AbundanceDCSuccess Yield
Abundant (forest, aquatic)121 week supplies
Moderate (plains, marsh)151 week supplies
Scarce (desert, mountain)183 days supplies
Barren (arctic, toxic waste)221 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

ConditionModifier
Heavily populated area+10%
Wilderness0%
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
01-10Discovery (no creatures)
11-25Neutral creatures
26-35Potential allies
36-70Hostile creatures
71-80Environmental hazard
81-90Clue or mystery
91-00Special (GM's choice)

Sample Biome Encounters

Arctic Encounters (d12)

d12EncounterAttitudeNotes
1Ice formation (discovery)Unusual crystal or frozen structure
2Weather station (abandoned)Salvageable equipment
31d4 ice elementalsHostileTerritorial guardians
4Research team (2d4 scientists)FriendlyLost or investigating
51 yetiHostileHungry predator
6Avalanche (hazard)Reflex DC 18 or 6d6 damage
7Frozen corpse (clue)Recent death, mysterious cause
82d6 ice wormsHostileBurrowing hunters
9Geothermal vent (discovery)Warmth, possible resources
10Crashed shuttleSalvage and survivors (50%)
11Ancient artifact (buried)Requires excavation
12Weather satelliteCommunications opportunity

Desert Encounters (d12)

d12EncounterAttitudeNotes
1Oasis (discovery)Water source, possible inhabitants
2Sandstorm (hazard)Visibility zero, 1d4 damage/round
32d4 desert raidersHostileBandits seeking plunder
4Nomad caravan (3d6 traders)NeutralTrade opportunity
51 desert behemothHostileMassive territorial creature
6Ruins (ancient)Possible shelter, mysteries
71d6 heat-adapted creaturesVariesLocal wildlife
8Solar collector arrayTechnology salvage
9Mirage (discovery)False hope or mystic phenomenon
10Mining operation (1d6 workers)NeutralCorporate or independent
11Buried spacecraftInvestigate or salvage
12Weather control stationFunctioning or damaged

Forest Encounters (d12)

d12EncounterAttitudeNotes
1Clearing with unusual plantsPossible resources or hazards
22d6 native creaturesNeutralHerbivores or small predators
3Treehouse settlement (1d6 locals)NeutralHidden community
41d4 apex predatorsHostileHunting pack
5Sacred grove (discovery)Mystical significance
6Aggressive plant life (hazard)Entangling or toxic
7Scout party (1d4 soldiers)VariesMilitary or corporate
8Hidden research stationAbandoned or active
9Territorial herbivores (2d6)HostileProtecting young
10Natural phenomenaBioluminescence, geysers
11Ancient tree (massive)Possible treasure or resident
12Fungal growth (hazard)Toxic spores

Toxic Waste Encounters (d12)

d12EncounterAttitudeNotes
1Abandoned facilityHazardous but salvageable
21d6 mutated creaturesHostileDeformed by toxins
3Cleanup crew (1d4 workers)NeutralIn protective gear
4Chemical pool (hazard)4d6 acid if contacted
51 toxic elementalHostileEmbodied pollution
6Scavenger camp (2d4 people)NeutralDesperate survivors
7Corroded machineryDangerous but valuable
82d6 waste ratsHostileAdapted vermin
9Gas vent (hazard)Inhaled poison DC 18
10Abandoned vehiclesPartial shelter, salvage
11Warning beacon (active)Indicates greater danger
12Decontamination stationPartial functionality

Radiation Zone Encounters (d12)

d12EncounterAttitudeNotes
1Reactor ruinsHigh radiation, valuable salvage
21d4 rad-adapted creaturesHostileImmune to radiation
3Scientist team (1d4 researchers)FriendlyStudying radiation
4Radiation spike (hazard)High level radiation
51 glowing aberrationHostileRadiation-spawned
6Shielded bunkerShelter from radiation
72d6 mutantsVariesAffected by long exposure
8Crashed military craftSalvage but irradiated
9Monitoring stationData on radiation patterns
10Strange crystals (discovery)Radioactive minerals
11Energy anomalyDangerous phenomenon
12Derelict power armorHeavy radiation but valuable

Zero-G Environment Encounters (d12)

d12EncounterAttitudeNotes
1Debris fieldSalvage opportunity
21d6 space-adapted creaturesVariesAlien life forms
3Repair crew (1d4 workers)NeutralOn assignment
4Asteroid fragment (hazard)Collision risk
51 security droneHostileAutomated defense
6Abandoned station moduleInvestigation opportunity
72d4 piratesHostileZero-G raiders
8Cargo containers (drifting)Salvage contents
9Satellite or probeData retrieval
10Micrometeorite shower (hazard)2d6 damage/round exposed
11Escape podMay contain survivor
12Energy field (discovery)Unknown purpose

Crashed Starship Encounters (d12)

d12EncounterAttitudeNotes
1Stable sectionSafe shelter
21d6 survivorsNeutralDesperate or hostile
3Security robots (1d4)HostileStill active
4Structural collapse (hazard)Reflex DC 18 or trapped
5Valuable cargoSalvage opportunity
6Scavenger gang (2d4 raiders)HostileLooting the wreck
7Fuel leak (hazard)Fire risk, toxic fumes
8Ship's AI (partial)NeutralDamaged but functional
9Creature nest (1d6 creatures)HostileMade home in wreck
10Engineering bayTools and parts
11Black box (discovery)Flight records
12Medical baySupplies 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

ConditionDetection Range
Open terrain, clear weather1d6 × 100 feet
Moderate terrain/weather1d6 × 50 feet
Dense terrain/poor weather1d6 × 20 feet
Sensor detection×2 to visual range

Surprise: Compare Stealth vs. Perception (see Surprise Attacks section)

3. Creature Attitude

Roll or choose attitude:

d6AttitudeResponse
1HostileAttacks immediately
2-3UnfriendlyThreatening; may attack if provoked
4-5NeutralObserves; responds to PC actions
6FriendlyOpen 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

MethodDaily DistanceActivities
Foot (30 ft)2-6 hexes2 × biome costs
Mount (40 ft)3-9 hexes3 × biome costs
Rover (100 ft)8-16 hexes8 × biome costs
Flyer (300 ft)12 hexesIgnores terrain

Common Biome Costs

BiomeCostCommon Hazards
Plains1Weather, predators
Urban1Encounters, law
Airborne1Weather, thin air
Aquatic1Drowning, pressure
Arctic2Cold, visibility
Desert2Heat, dehydration
Marsh2Disease, terrain
Mountain2Altitude, falling
Subterranean2Darkness, air
Toxic Waste2Corrosion, poison
Radiation Zone2Radiation, mutation
Forest3Dense terrain, wildlife
Fungal Jungle3Spores, terrain

Environmental Protection Requirements

EnvironmentRequired ProtectionDuration
VacuumEnvironmental seal24+ hours
Toxic AtmosphereEnvironmental seal or rebreatherVaries
Corrosive AtmosphereSealed suit (advanced)72+ hours
Radiation ZoneShielding (+4 bonus)Continuous
Extreme Heat/ColdThermal regulationContinuous
Zero-GManeuvering thrusters8 hours fuel
ConditionDC 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

EnvironmentKey Skills
WildernessSurvival, Nature, Athletics
UrbanSociety, Diplomacy, Stealth
TechnologicalComputers, Engineering, Physical Science
RuinsCulture, Arcana, Perception
SpacePiloting, Physical Science, Computers
HostileMedicine, 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.