Skip to main content
The Myrmidon Archives

Exploration Quick Reference

Exploration Quick Reference

Full Rules: Planetary Exploration


Activities Per Day

Based on Speed (or vehicle/mount Speed):

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

Biome Activity Costs

BiomeCostNav DCHazards
Plains114Weather, predators
Urban112Encounters, law
Airborne118Weather, thin air
Aquatic116Drowning, pressure
Arctic220Cold, visibility
Desert219Heat, dehydration
Marsh217Disease, terrain
Mountain218Altitude, falling
Subterranean219Darkness, air
Forest315Dense terrain, wildlife

Sci-Fi Biomes

BiomeCostNav DCSpecial
Toxic Waste217Corrosive atmosphere
Radiation Zone216Radiation exposure
Vacuum Breach118No atmosphere
Zero-G122Acrobatics/Athletics checks
Crystal Fields216EM interference
Fungal Jungle315Spore hazards
Lava Flows218Extreme heat

Travel Cost: Origin biome cost + Destination biome cost


Core Exploration Activities

ActivitySkillEffect
Avoid NoticeStealthSneak undetected
DefendShield raised; half Speed
Detect MagicContinuous detect magic
Detect TechnologyComputers/EngineeringSense tech within 30 ft
Follow ExpertUse ally's skill bonus
Hustle+50% activities; Fort DC 15/4 hrs
InvestigateRecall KnowledgeLearn about surroundings
ScoutPerception/SurvivalLook ahead for danger
SearchPerceptionFind hidden things

Sci-Fi Activities

ActivitySkillEffect
Analyze EnvironmentPhysical ScienceStudy conditions
Monitor CommsComputersListen for signals
Navigate by SensorsComputers+4 to avoid getting lost
Prospect ResourcesSurvivalFind minerals, water
Scan for LifeComputers/Life ScienceDetect creatures

Known Routes: No check needed Unknown Territory: Survival check 1/day

ResultEffect
Critical Success-1 activity cost (min 1)
SuccessStay on course
Failure+1 activity to correct
Critical FailureBecome lost

Modifiers: Clear (+2), Poor visibility (-2), Map (+4), GPS (+4), Featureless (-4)


EVA Quick Reference

Requirements

  • Environmental seal (8+ hours oxygen)
  • Temperature regulation
  • Communication system
  • Maneuvering thrusters (zero-G)

Zero-G Movement

  • Drift Speed: 10 ft/action
  • Push-Off: 30 ft straight line (needs surface)
  • Direction Change: Acrobatics/Athletics DC 18

EVA Time Limits

ResourceDuration
Oxygen8 hours (12 with light activity)
Power24 hours (8 with continuous thrusters)
EnduranceFort DC 15 every 4 hours

EVA Hazards

HazardEffect
Micrometeorite5%/hr; 2d6 P, may breach suit
Suit Breach-1 hr oxygen/min; DC 15 to seal
Tether FailureDrift 10 ft/round
DisorientationFort DC 15/hr or -2 all checks

Vehicle Exploration

Speed Conversion

Vehicle SpeedActivities/Day
50 ft4
100 ft8
150 ft12
200 ft16

Air Vehicles: Ignore ground terrain; 8-20 hexes/day

Vehicle Roles

RoleSkillEffect
PilotPilotingControl vehicle
NavigatorSurvival+2 to avoid getting lost
Scanner OperatorComputersDetect features at range
EngineerEngineeringRepair, optimize
LookoutPerceptionNotice threats

Daily Travel Structure

  1. Morning (1 hr): Prepare spells, don gear, plan route
  2. Travel (8-10 hrs): Exploration activities
  3. Evening (1-2 hrs): Camp, food, maintenance
  4. Rest (8 hrs): Sleep, recover HP

Rest Recovery

  • HP: Con mod x level (min 1)
  • Lose Fatigued
  • Reduce Doomed/Drained by 1

Environmental Protection

ProtectionDurationProtects Against
Basic Seal24 hrsVacuum, mild corrosive
Standard Seal72 hrsModerate toxic, temperature
Advanced Seal1 weekSevere temperature, low radiation
Military Seal2 weeksExtreme conditions, medium radiation

See also: Space Environment, Vehicle Systems