Exploration Activities
Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what they're doing, and then you determining which activity applies and describing any details or alterations for the situation. If a player says, “I'm Avoiding Notice,” add more detail by asking what precautions they're taking or by telling them which passages they think are least guarded. Likewise, if a player says they're looking for traps and keeping their shield raised and covering the group's tracks, ask them which of these they're prioritizing to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone Scouting might trigger a laser turret before their group can reach them, or someone Investigating ancient alien carvings might critically fail and lead the party in the wrong direction. This doesn't apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as Treat Wounds. Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are fatigued and can't sustain an exploration activity as they travel), and they can change activities at any time.
The main exploration activities described in Player Core and what PCs can accomplish with them are as follows.
- Analyze Environment: Check for hazards.
- Avoid Notice (Stealth): Sneak around undetected.
- Defend: Keep a shield raised.
- Detect Magic: Repeat the detect magic spell (advice under Detect Magic).
- Follow the Expert: Improve your bonus with another tactic by following an ally's example (advice under Follow the Expert).
- Hustle: Travel faster.
- Install Upgrade: Use a repair toolkit to upgrade items.
- Investigate: Recall Knowledge of your surroundings (advice under Investigate).
- Livestream: Broadcast or record footage.
- Recharge: Charge a battery.
- Repeat a Spell: Cast or sustain a spell over and over.
- Scout: Look ahead for danger.
- Search (Perception): Seek out hidden things as you travel (advice under Search).
Skills also have exploration activities linked to them.
- Access Infosphere (Computers): Search local networks for information (advice under Access Infosphere).
- Borrow an Arcane Spell (Arcana): Prepare a spell from someone else's spellbook.
- Coerce (Intimidation): Threaten a creature so it does what you want.
- Cover Tracks (Survival): Obscure the PC's passing.
- Decipher Writing (Varies): Understand archaic, esoteric, or obscure texts.
- Gather Information (Diplomacy): Canvass the area to learn about a specific individual or topic (DCs listed here).
- Hack (Computers): Access, control, or make changes to a secure computer system.
- Identify Magic (Varies): Learn about a magic item, location, or ongoing effect (DCs listed here).
- Impersonate (Deception): Create a disguise.
- Implant Augmentation (Medicine): Use a medkit to implant augmentations.
- Learn a Spell (Varies): Use the skill corresponding to the spell's tradition to gain access to a new spell (Learn a Spell DCs).
- Make an Impression (Diplomacy): Make a good impression on someone.
- Navigate (Piloting): Plan a short journey overland or in space.
- Plot Course (Piloting): Plan a long journey in space.
- Repair (Crafting): Using a repair toolkit, fix a damaged item.
- Sense Direction (Survival): Get a sense of where the PC is or determine the cardinal directions.
- Squeeze (Acrobatics): Squeeze through very tight spaces.
- Track (Survival): Find and follow creatures' tracks (Tracking DCs).
- Treat Wounds (Medicine): Treat a living creature's wounds.
Access Infosphere
A character can't retry a check to Access Infosphere, but they can perform a follow-up search based on newly discovered information. If a player is slowing down the game with their incessant searches, tell that player they've found all they're capable of discovering from the infosphere for now, and consider decreasing the amount of information you provide in the future.
Detect Magic
When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap.
Follow the Expert
It's important that this doesn't become too rote. Let the players decide how one of them is helping the other. The description can give you more to work with and add flavor to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of character growth. If the envoy has helped the soldier Avoid Notice over and over, the soldier is essentially receiving training in Stealth at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters.
Investigate
Search
If an area contains many objects or something that will take a while to search (such as a computer full of files), Searching would reveal the computer, but the PCs would have to examine it more thoroughly to check the files.
You roll a secret Perception check for a Searching character to detect any secrets they pass that are hidden in a place that stands out (such as near a door or a turn in a corridor), but not one in a more inconspicuous place (like a random point in a hallway) unless they're searching particularly slowly and meticulously.
The rules for Searching deliberately avoid giving intricate detail on how long a search takes. That's left in your hands because the circumstances of a search can vary widely. If the group isn't in any danger and has time for a very thorough search, that's a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what they're looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in a dangerous location, their efforts might draw unwanted attention!
PCs might get to attempt another check if their initial search fails. It's best to tie this to taking a different tactic. Just saying “I search it again” isn't enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isn't going to turn up anything useful, make that clear early so the group doesn't waste too much time on it. If they're determined to keep going—which they often are—you might have them find something useful but minor in the search.
Improvising New Activities
When improvising an exploration activity, consider some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities that the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced.