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EXPLORER
explorer
CHARACTER FOLIO
Start Here: This 2 page spread contains the
information you need to begin your adventure.
CHAR AC TER SHEE T
1
2 3 3
BRAWN AGILITY INTELLECT
CHARACTERISTICS & SKILLS
1
3 3 2
Your characteristics are used to calculate many game val-
ues but are rarely used directly. Whenever you attempt a
task that might fail, you make a skill check. The dice you roll
for this check are called your dice pool, and are based on your CUNNING WILLPOWER PRESENCE
rank in that skill and your characteristic. If you roll more ≥
than ∂, you succeed. SKILLS
2 SKILLS RANK DICE POOL
2 Please reference these skills and descriptions of what they
do on the back of the Rulebook. Astrogation (Int) 0 πππ
Athletics (Br) 1 ºπ
Charm (Pr) 0 ππ
SYMBOLS AND DICE
Coerce (Will) 0 πππ
Success ≥ symbols are canceled by Failure ∂ sym- Computers (Int) 0 πππ
bols; if there are any Success ≥ symbols left, the
Cool (Pr) 1 ºπ
check succeeds.
Coordination (Ag) 0 πππ
Deceit (Cun) 0 πππ
Triumph ± symbols count as Success ≥ symbols
Discipline (Will) 0 πππ
and may also be spent to trigger a powerful positive
consequence. Knowledge (Int) 0 πππ
Leadership (Pr) 0 ππ
Mechanics (Int) 0 πππ
Advantage ≤ symbols indicate a positive side effect
or consequence, even on a failed check. They cancel Medicine (Int) 0 πππ
and are canceled by Threat ∑ symbols. Negotiation (Pr) 0 ππ
Perception (Cun) 1 ºππ
Failure ∂ symbols cancel Success ≥ symbols. If Pilot (Ag) 1 ºππ
there are enough Failure ∂ symbols to cancel all the Resilience (Br) 0 ππ
Success ≥ symbols, the check is a failure. πππ
Skulduggery (Cun) 0
Stealth (Ag) 1 ºππ
Despair µ symbols count as Failure ∂ symbols (they Streetwise (Cun) 0 πππ
cancel Success ≥ symbols) and may also be spent to Survival (Cun) 1 ºππ
trigger a powerful negative consequence.
Vigilance (Will) 0 πππ
COMBAT SKILLS
Threat ∑ symbols indicate a negative side effect or Brawl (Br) 0 ππ
consequence, even on a successful check. They can-
cel and are canceled by Advantage ≤ symbols. Gunnery (Ag) 0 πππ
Melee (Br) 0 ππ
Ranged - Light (Ag) 0 πππ
Ranged - Heavy (Ag) 1 ºππ
2
CHARACTER HEALTH STATS
3 12
Brawn and the Soak value of your armor.
11
13 6 5
Strain represents exhaustion, mental trauma, and being
stunned. You may voluntarily suffer 2 strain to perform
THRESHOLD CURRENT an extra maneuver on your turn. Strain comes and goes more
quickly than wounds. If your Strain ever exceeds your Strain
Threshold, you pass out.
MONEY
400 credits
2 3 3
BRAWN AGILITY INTELLECT
UPGRADE MENU
5
3 3 2
XP COST
1
Medicine Skill
CUNNING WILLPOWER PRESENCE
You train your Medicine skill. You gain one skill rank in
Medicine. Your dice pool changes from π π π to º π π. SKILLS
Put a mark in the circle next to the XP cost to remind you SKILLS RANK DICE POOL
that you have taken it. Whether or not you choose this
upgrade, circle the correct rank (0 or 1) and dice pool on Astrogation (Int) 0 πππ
the skill list to the right. Athletics (Br) 1 ºπ
Charm (Pr) 0 ππ
Coerce (Will) 0 πππ
10
Computers (Int) 0 πππ
XP COST
2 Cool (Pr) 1 ºπ
Vigilance Skill Coordination (Ag) 0 πππ
You train your Vigilance skill. You gain one skill rank in Deceit (Cun) 0 πππ
Vigilance. Your dice pool changes from π π π to º π π. Discipline (Will) 0 πππ
Put a mark in the circle next to the XP cost to remind you Knowledge (Int) 0 πππ
that you have taken it. Whether or not you choose this Leadership (Pr) 0 ππ
upgrade, circle the correct rank (0 or 1) and dice pool on
the skill list to the right. Mechanics (Int) 0 πππ
1 Medicine (Int) 0/1 πππ/ºππ
Negotiation (Pr) 0 ππ
Perception (Cun) 1 ºππ
3
XP COST 5 Pilot (Ag) 1 ºππ
Resilience (Br) 0 ππ
Grit Talent
Skulduggery (Cun) 0 πππ
You gain the Grit Talent. Put a mark in the circle next
to the XP cost to remind you that you have taken it. Stealth (Ag) 1 ºππ
Whether or not you choose this upgrade, circle the cor- Streetwise (Cun) 0 πππ
rect value (13 or 14) on your Strain Threshold.
Survival (Cun) 1 ºππ
Grit: Your Strain Threshold is increased by 1, from 13 to 14.
2 Vigilance (Will) 0/1 πππ/ºππ
COMBAT SKILLS
5
Brawl (Br) 0 ππ
XP COST
Gunnery (Ag) 0 πππ
You gain the Rapid Recovery Talent. Put a mark in the Ranged - Light (Ag) 0 πππ
circle next to the XP cost to remind you that you have Ranged - Heavy (Ag) 1 ºππ
taken it.
Rapid Recovery: When recovering strain at the end of an
encounter, recover 1 additional strain.
4
SYMBOLS AND DICE
Success ≥ symbols are canceled by Failure ∂ sym-
SOAK VALUE WOUNDS bols; if there are any Success ≥ symbols left, the
check succeeds.
13/
14
Advantage ≤ symbols indicate a positive side effect
or consequence, even on a failed check. They cancel
THRESHOLD CURRENT and are canceled by Threat ∑ symbols.
Heavy Clothes Soak 1; already included in soak value. • Use a skill • Aim
MONEY
You can suffer 2 strain to perform a second maneuver.
You cannot perform more than 2 maneuvers on your turn.
You can also perform any number of incidental actions.
SPECIES HUMAN
CAREER EXPLORER
THRESHOLD CURRENT
CHAR AC TERISTICS
STRAIN CRITICAL INJURIES
2 3 3
BRAWN AGILITY INTELLECT THRESHOLD CURRENT
3 3 2
CUNNING WILLPOWER PRESENCE
1
SKILLS CAREER? RANK DICE POOL WEAPON SKILL RANGE DAMAGE DICE POOL
Astrogation (Int) •
Athletics (Br) •
Charm (Pr) •
Coerce (Will)
Computers (Int)
Cool (Pr) •
Coordination (Ag) •
Deceit (Cun)
Discipline (Will)
Knowledge (Int) •
Leadership (Pr)
Mechanics (Int)
Medicine (Int) •
Negotiation (Pr)
Perception (Cun) •
Pilot (Ag) • GEAR, EQUIPMENT, & OTHER ITEMS
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun) •
Vigilance (Will)
COMBAT SKILLS
Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged - Light (Ag) MONEY
6
EXPLORER: TALENT TREE 2
Career Skills: Astrogation, Athletics, Charm, Cool, Coordination, Knowledge, Medicine, Perception, Pilot, Survival
7
STORY
Sasha grew u
p nurtured by
and, in truth, a lo
civilization. Eve ving family, far from the re
move to anoth ry ach of the Em
er remote, un now and again the family w pire
Sasha to explo c iv ilized planet, ould pack up
re. What Sas full of unspoil and
members of a ha came to re ed wilderness
group that wo alize is that h for
on the run fro uld become th er parents we
m Imperial au e Rebel Allian re
the Rebel Allia thorities. Wh ce and were a
nce as well, e e n she became a lways
harmony and ager to do he n adult, Sash
democracy. r part for the a joined
cause of gala
ctic
Sasha’s ideali
sm
rest of her Re did not survive contact wit
bel cell. While h the enemy a
and her unit g on a recon m nd neither did
ave away their ission on the the
Imperial force position, than planet Ondero
s, their atten ks to the dan n , Sasha
artillery and a tion drawn by gerous native
strike force o b la ster fire, resp w il dlife.
evacuation, th f AT-ST walke o n d e d w it h heavy
ey were told th rs. When Sas
the only one to at no support ha and her un
survive, hiding would be fort it called for
herself in the hcoming. Sas
rugged hinterl ha was
Her loyalty to ands of the p
the Rebel Allia lanet.
to the highest nce broken, S
bid asha began se
eager to leave der. While business on Ond lling her skills
as a scout
the planet wh eron was quit
opportunity aro ere she had s e good, Sasha
se when a Tw een so many o was
and needed he i’lek bounty hu f her friends d
nter named O ie.
quarry and, in
lp tracking a b
ounty through skara came to An
wild country. On
return, Oskara
gave her a rid Sasha led Oska deron
e to Mos Shu ra
In its own way, uta on Tatooin to her
Tatooine has a e.
Sasha was ab wilderness as
le to continue harsh as any
serving as a fr ju
with Oskara a
nd Teemo’s le eelance scout, ngle world, and
danger on Tato ad m striking up frie
oine for Sasha echanic, a human man nam ndsh
of Sasha’s ide was the rule o ed Mathus. Th ips
alism remaine f the Hutts an e true
wilderness to d that guiding d their minion
a safehouse s an s; enough
Hutt found ou truck her as n indentured servant through
t that it was S ormal, even n the
pleased–but a asha who help oble. When Te
pparently that e d th e m o the
had given Oska e servant escape, he was
ra an idea… not
8 Permission granted to print and photocopy all pages of this character folio for personal use. © LFL 2012.