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sasha

EXPLORER
explorer

CHARACTER FOLIO
Start Here: This 2 page spread contains the
information you need to begin your adventure.
CHAR AC TER SHEE T

CHARACTER NAME : SASHA


CHARACTER SHEET SPECIES HUMAN
Your Character Sheet provides all the information you need to CAREER EXPLORER
play the game. It also provides a place to write down your cur-
CHAR AC TERISTICS
rent status, weapons, armor, and equipment.

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

Ability Proficiency Difficulty Challenge Boost Setback Force


Die π Die º Die π Die º Die ∫ Die ∫ Die º

2
CHARACTER HEALTH STATS

3 SOAK VALUE 4 WOUNDS 3


Your Soak score reduces incoming damage and can pre-
vent wounds. Your Soak score is equal to the sum of your

3 12
Brawn and the Soak value of your armor.

Wounds represent physical damage to your body. If your


THRESHOLD CURRENT 4 Wounds exceeds your Wound Threshold, you are knocked
out and suffer a Critical Injury. Wounds can be recovered by the
5 STRAIN CRITICAL INJURIES Medicine skill and Stimpacks.

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.

You may suffer Critical Injuries during your adventures,


6 either when you’re knocked out by exceeding your wound
threshold or as the result of an attack. Keep track of the num-
WE APONS & EQUIPMENT ber of Critical Injuries here. For a description of the effects of
your Critical Injuries, refer to the back cover of the Adventure
WEAPON SKILL RANGE DAMAGE DICE POOL Book.
Slugthrower Rifle Ranged - Heavy Medium 7 ºππ
• You deal 7 damage on a hit + 1 damage per Success ≥ symbol rolled.
• Inflict a critical injury on a hit for ≤≤≤≤≤.

Fists Brawl Engaged 2 ππ


• You deal 2 damage on a hit + 1 damage per Success ≥ symbol rolled.
• Inflict a critical injury on a hit for ≤≤≤≤≤.
THE PLAYER'S TURN
On each turn, you can perform 1 Action and 1 Maneuver, in any
order.

An Action may include: A Maneuver may include:


• Perform an attack • Move
• Use a skill • Aim
GEAR, EQUIPMENT, & OTHER ITEMS • Exchange your 1 • Take cover
Action for an additional
2 Stimpacks Use as a maneuver to heal 4 wounds to a living creature. • Ready or stow a weapon
Consumed on use. Maneuver or item
Comlink Allows communication between characters with Comlinks. • Interact with your
Heavy Clothes Soak 1; already included in soak value. environment

Macrobinoculars Magnifies far-off objects. • Engage or disengage


• Stand up

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.

MONEY

400 credits

Stop Here: Don’t turn the page until


instructed to by the GM.
3
Start Here: This 2 page spread contains new
information to help you continue your adventure.
CHAR AC TER SHEE T

CHARACTER NAME : SASHA


ADVANCEMENT! SPECIES HUMAN
You have just gained 10 experience points (xp). You can spend CAREER EXPLORER
those 10 experience points to purchase any of the following
CHAR AC TERISTICS
upgrades, worth a total of 10 xp.

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

Rapid Recovery Talent Melee (Br) 0 ππ

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.

3 12 Triumph ± symbols count as Success ≥ symbols


THRESHOLD CURRENT
and may also be spent to trigger a powerful positive
3 STRAIN CRITICAL INJURIES
consequence.

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.

Failure ∂ symbols cancel Success ≥ symbols. If


there are enough Failure ∂ symbols to cancel all the
Success ≥ symbols, the check is a failure.

WE APONS & EQUIPMENT Despair µ symbols count as Failure ∂ symbols (they


cancel Success ≥ symbols) and may also be spent to
WEAPON SKILL RANGE DAMAGE DICE POOL
trigger a powerful negative consequence.
Slugthrower Rifle Ranged - Heavy Medium 7 ºππ
• You deal 7 damage on a hit + 1 damage per Success ≥ symbol rolled.
Threat ∑ symbols indicate a negative side effect or
• Inflict a critical injury on a hit for ≤≤≤≤≤. consequence, even on a successful check. They can-
cel and are canceled by Advantage ≤ symbols.

Fists Brawl Engaged 2 ππ


• You deal 2 damage on a hit + 1 damage per Success ≥ symbol rolled.
• Inflict a critical injury on a hit for ≤≤≤≤≤.
Ability Proficiency Difficulty Challenge Boost Setback Force
Die π Die º Die π Die º Die ∫ Die ∫ Die º

THE PLAYER'S TURN


On each turn, you can perform 1 Action and 1 Maneuver, in any
GEAR, EQUIPMENT, & OTHER ITEMS order.

2 Stimpacks Use as a maneuver to heal 4 wounds to a living creature.


Consumed on use.
An Action may include: A Maneuver may include:
• Perform an attack • Move
Comlink Allows communication between characters with Comlinks.

Heavy Clothes Soak 1; already included in soak value. • Use a skill • Aim

Macrobinoculars Magnifies far-off objects. • Exchange your 1 • Take cover


Action for an additional
• Ready or stow a weapon
Maneuver or item
• Interact with your
environment
• Engage or disengage
• Stand up

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.

Stop Here: Don’t turn the page until


instructed to by the GM.
5
CHAR AC TER SHEE T

CHARACTER NAME : SASHA SOAK VALUE WOUNDS INJURIES


CRITICAL

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

SKILLS WE APONS & EQUIPMENT

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

Ranged - Heavy (Ag)

6
EXPLORER: TALENT TREE 2
Career Skills: Astrogation, Athletics, Charm, Cool, Coordination, Knowledge, Medicine, Perception, Pilot, Survival

Rapid Recovery Let's Ride


Stalker
When recovering strain at the end
of an encounter, recover 1 additional
strain.
Add ∫ per rank of Stalker to all
Stealth and Coordination checks.
Grit
Gain +1 strain threshold.
Once per round, you may mount
or dismount a vehicle or beast, or
change crew stations on a vehicle or
5
starship as an incidental action.

Forager Quick Strike Disorient


Remove up to ∆ ∆ from skill checks
to find food, water, or shelter.
Survival checks to forage take half
Add ∫ per rank of Quick Strike to
combat checks against targets that
have not acted yet
Toughened
Gain +1 wound threshold.
After hitting with a combat check,
you may spend ≤≤ to disorient
the target for 1 round. Disoriented
10
the time. targets add ∆ to all skill checks.

Rapid Recovery Stalker


15
When recovering strain at the end
Natural Hunter Grit
of an encounter, recover 1 additional Once per session, re-roll any 1 Add ∫ per rank of Stalker to all
Gain +1 strain threshold. Stealth and Coordination checks.
strain. Perception or Vigilance check.

INVESTING EXPERIENCE POINTS


You will occasionally receive experience from the GM as you continue to play, which can be spent to improve your character. You may
spend these experience points to increase your skills or to advance on your talent tree. Refer to page 11 of the Rulebook for more de-
tailed information.

1 Skill Training 2 Acquiring Talents


The cost for training skills falls into one of two categories— Talents are acquired from your career talent tree. This talent tree pro-
career skills and non-career skills. Each skill has five ranks of vides a unique format for purchasing talents that comes with several
training available. special rules and restrictions.
Training a career skill costs five times the value of the next Your talent tree has four columns and three rows. The cost of each
highest rank. For example, training a career skill from Rank 0 talent depends on the row it occupies. The topmost row of talents
(untrained) to Rank 1 requires 5 experience points. Improv- are the cheapest, costing 5 experience points each. The next row’s
ing a Rank 1 career skill to Rank 2 requires 10 experience choices cost 10 experience points each, and the third and final row’s
points. Each rank must be purchased separately. This means choices costs 15 experience each.
that training a career skill from Rank 0 to Rank 2 costs 15 Note that the choices on the tree are connected by a series of lines
experience points (5 for raising it from Rank 0 to Rank 1, then that link some talent choices with others. When purchasing talents,
10 more for raising it from Rank 1 to Rank 2). you may only purchase talents you are eligible for. You are eligible to
You can also purchase ranks in your non-career skills. Each select any talents in the first, topmost row, plus any talents that are
rank of a non-career skill costs 5 additional experience points. connected via one of the aforementioned links to a talent you have
For example, training a non-career skill from Rank 0 (un- already acquired. Each entry on the talent tree may only be acquired
trained) to Rank 1 requires 10 experience points. Improving once. Some trees have multiple entries for a single talent. This is be-
a Rank 1 non-career skill to Rank 2 requires 15 experience cause several of the talents may be learned repeatedly. When you
points, and so on. learn a talent for the second—or later—time, you gain an additional
rank of the ability.

Ability Proficiency Difficulty Challenge Boost Setback Force


Success Triumph Advantage Failure Despair Threat Die π Die º Die π Die º Die ∫ Die ∫ Die º

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.

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