Exploration Quick Reference
Full Rules: Planetary Exploration
Based on Speed (or vehicle/mount Speed):
| Speed | Activities/Day |
|---|
| 15 ft or less | 0.5 |
| 20-25 ft | 1 |
| 30-35 ft | 2 |
| 40-45 ft | 3 |
| 50+ ft | 4 |
| Biome | Cost | Nav DC | Hazards |
|---|
| Plains | 1 | 14 | Weather, predators |
| Urban | 1 | 12 | Encounters, law |
| Airborne | 1 | 18 | Weather, thin air |
| Aquatic | 1 | 16 | Drowning, pressure |
| Arctic | 2 | 20 | Cold, visibility |
| Desert | 2 | 19 | Heat, dehydration |
| Marsh | 2 | 17 | Disease, terrain |
| Mountain | 2 | 18 | Altitude, falling |
| Subterranean | 2 | 19 | Darkness, air |
| Forest | 3 | 15 | Dense terrain, wildlife |
| Biome | Cost | Nav DC | Special |
|---|
| Toxic Waste | 2 | 17 | Corrosive atmosphere |
| Radiation Zone | 2 | 16 | Radiation exposure |
| Vacuum Breach | 1 | 18 | No atmosphere |
| Zero-G | 1 | 22 | Acrobatics/Athletics checks |
| Crystal Fields | 2 | 16 | EM interference |
| Fungal Jungle | 3 | 15 | Spore hazards |
| Lava Flows | 2 | 18 | Extreme heat |
Travel Cost: Origin biome cost + Destination biome cost
| Activity | Skill | Effect |
|---|
| Avoid Notice | Stealth | Sneak undetected |
| Defend | — | Shield raised; half Speed |
| Detect Magic | — | Continuous detect magic |
| Detect Technology | Computers/Engineering | Sense tech within 30 ft |
| Follow Expert | — | Use ally's skill bonus |
| Hustle | — | +50% activities; Fort DC 15/4 hrs |
| Investigate | Recall Knowledge | Learn about surroundings |
| Scout | Perception/Survival | Look ahead for danger |
| Search | Perception | Find hidden things |
| Activity | Skill | Effect |
|---|
| Analyze Environment | Physical Science | Study conditions |
| Monitor Comms | Computers | Listen for signals |
| Navigate by Sensors | Computers | +4 to avoid getting lost |
| Prospect Resources | Survival | Find minerals, water |
| Scan for Life | Computers/Life Science | Detect creatures |
Known Routes: No check needed
Unknown Territory: Survival check 1/day
| Result | Effect |
|---|
| Critical Success | -1 activity cost (min 1) |
| Success | Stay on course |
| Failure | +1 activity to correct |
| Critical Failure | Become lost |
Modifiers: Clear (+2), Poor visibility (-2), Map (+4), GPS (+4), Featureless (-4)
- Environmental seal (8+ hours oxygen)
- Temperature regulation
- Communication system
- Maneuvering thrusters (zero-G)
- Drift Speed: 10 ft/action
- Push-Off: 30 ft straight line (needs surface)
- Direction Change: Acrobatics/Athletics DC 18
| Resource | Duration |
|---|
| Oxygen | 8 hours (12 with light activity) |
| Power | 24 hours (8 with continuous thrusters) |
| Endurance | Fort DC 15 every 4 hours |
| Hazard | Effect |
|---|
| Micrometeorite | 5%/hr; 2d6 P, may breach suit |
| Suit Breach | -1 hr oxygen/min; DC 15 to seal |
| Tether Failure | Drift 10 ft/round |
| Disorientation | Fort DC 15/hr or -2 all checks |
| Vehicle Speed | Activities/Day |
|---|
| 50 ft | 4 |
| 100 ft | 8 |
| 150 ft | 12 |
| 200 ft | 16 |
Air Vehicles: Ignore ground terrain; 8-20 hexes/day
| Role | Skill | Effect |
|---|
| Pilot | Piloting | Control vehicle |
| Navigator | Survival | +2 to avoid getting lost |
| Scanner Operator | Computers | Detect features at range |
| Engineer | Engineering | Repair, optimize |
| Lookout | Perception | Notice threats |
- Morning (1 hr): Prepare spells, don gear, plan route
- Travel (8-10 hrs): Exploration activities
- Evening (1-2 hrs): Camp, food, maintenance
- Rest (8 hrs): Sleep, recover HP
- HP: Con mod x level (min 1)
- Lose Fatigued
- Reduce Doomed/Drained by 1
| Protection | Duration | Protects Against |
|---|
| Basic Seal | 24 hrs | Vacuum, mild corrosive |
| Standard Seal | 72 hrs | Moderate toxic, temperature |
| Advanced Seal | 1 week | Severe temperature, low radiation |
| Military Seal | 2 weeks | Extreme conditions, medium radiation |
See also: Space Environment, Vehicle Systems