Explorer
Explorers are natural adventurers, full of curiosity and
trained to handle the out-of-the-way locations where they often
operate. Explorers tend to be independent, signing on when the
credits are good and their skills are best utilized and
tested. Explorers understand the lay of the land and the orbit
of the stars. They know how to recognize danger and locate the
basic necessities for survival. The Explorer seeks knowledge,
tries to solve mysteries, and to find a path through the wild
regions, often becoming a decent pilot along the way, and
usually learns how to protect himself from whatever hides over
the next hill or beyond the most distant nebula.
Base Abilities
- Awestruck: When the Explorer
finds something new to them, they can choose to enter the
Awestruck state. In this state the Explorer is resistant to
all Social and Emotional Attacks (they have trouble
concentrating on other things). Unfortunately, their Passive
Defense is also cut in half. The Explorer gains 1 Motivation
when entering the Awestruck state.
- Animal Companion Training: As
an Extended Action, the Explorer can train an already Tamed
animal to become their Animal Companion. This requires them
to succeed in an Animal Handling Challenge (train the animal
for 7 days), after which point the target tamed
animal's Intelligence score increases by 1, and the
animal can now function as an Animal Companion.
Ultimate Ability
- Companion Attack: The Explorer
can spend 1 Motivation and as a Free Action, they can have
their Animal Companion perform an attack on the target
closest to that Animal Companion. This attack can only be
triggered once per Round.
Knowledge
- Scrounging: The Explorer can
find extra parts in a junkyard or garbage heap.
Motivators
- Pathfinder: Whenever the
Explorer takes at least 10 minutes to detour off the main
route to examine something or search an area, they gain 1
Motivation.
- Animal Friend: Whenever the
Explorer takes at least 10 minutes to be kind to an animal in
an attempt to befriend, tame or train it, they gain 1
Motivation.
Scrounging
The Explorer knows how to find valuable parts even in the
worst refuse. The Explorer can roll their Perception +
Scrounging to find Technology Parts in an urban junkyard or
garbage heap. They also find additional parts when they loot the
bodies of their enemies. The difficulty is how picked over or
well hidden the items are.
The type of parts they find is equal to the number of uncanceled Hits:
|
Number of Hits
|
Rarity of Parts
|
|
1-2
|
Common
|
|
3-4
|
Uncommon
|
|
5-6
|
Rare
|
|
7+
|
Very Rare
|
Hit Points
An Explorer gains 1 Hit Point per level.
Leveling Table
|
Class Level
|
Class Features for Level
|
|
0
|
- Animal Companion Training;
- Awestruck;
|
|
1
|
- Scrounging
- Specialty Skill Point
|
|
2
|
- Survivalist Skill Point;
- Animal Companion Ability
|
|
3
|
- Scout Skill Point
- Melee Weapon Proficiency
|
|
4
|
- Athlete Skill Point;
- Thrown Weapon Proficiency
|
|
5
|
- Scrounging
- Ranged Weapon Proficiency
|
|
6
|
- Specialty Skill Point
- Survivalist Skill Point
|
|
7
|
- Helm Skill Point
- Animal Companion Ability
|
|
8
|
- Guard Skill Point;
- Comms Skill Point
|
|
9
|
- Scrounging
- Sensors Skill Point
|
|
10
|
- Scout Skill Point
- Survivalist Skill Point
|
|
11
|
- Specialty Skill Point
- Engineering Skill Point
|
|
12
|
- Technician Skill Point;
- Animal Companion Ability
|
|
13
|
- Scrounging
- Medical Skill Point
|
|
14
|
- Helm Skill Point
- Survivalist Skill Point
|
|
15
|
- Specialty Skill Point
- Comms Skill Point
|
|
16
|
- Investigator Skill Point;
- Artillery Weapon Proficiency
|
|
17
|
- Scrounging
- Animal Companion Ability
|
|
18
|
- Helm Skill Point
- Survivalist Skill Point
|
|
19
|
- Comms Skill Point
- Specialty Skill Point
|
|
20
|
|
Talent Tree(s)
- Speciality Skill (x5): The
Explorer has a few points in a highly specialized skill.
- Animal Companion Abilities
(x8): The Explorer learns how to train their animal
Companion in a new ability.
- Improved Wild Swing: The
Explorer
gains Improved
Wild Swing, doubling the Damage Bonus (+4). In addition,
if the move hits, the target is knocked Prone.
- Makeshift Weapon Proficiency:
The Explorer is used to making due with whatever is near at
hand as a weapon. They can use
their Proficiency
Bonus on anything that is not a weapon when they are
using it as one. This can include Engineering tools, but not
Exotic Weapons.
- Makeshift Shield Proficiency:
The Explorer has learned how to use any sturdy object with at
least a 1-meter diameter as a shield, this shield gets a +2
Block bonus. Real shields gain a +1 Block Bonus as
well. Without this ability the makeshift shield item can be
used as a Shield (providing access to the Block Defense) but
does not provide a bonus.
- Additional Traveling Companion:
Normally the Explorer can only travel with 1 Animal
Companion, and the rest of their Animal Companions will stay
on the ship or at the camp. This talent allows the Explorer
to take another one with them.
- Increased Toughness: the
Explorer's Toughness is permanently increased by 1.
- Increased Perception: the
Explorer's Perception is permanently increased by 1.
- Increased Agility: the
Explorer's Agility is permanently increased by 1.
- Increased Charisma: the
Explorer's Charisma is permanently increased by 1.
- Internal Compass: The
Explorer has spent so much time wandering around on planets
that they gain an innate sense of direction. The Explorer can
reroll up to 3 dice when they are using their Survival Skill
to navigate on a planet. In addition they can reroll the
Survival Challenge
Die once per challenge.
- Hyper-calculator: The
Explorer has spent so much time calculating hyperspace jumps
that they have become a savant. The Explorer can reroll up to
3 dice when they are using the Navigation Skill to plot a
course through Hyperspace. In addition they can reroll the
Helm Challenge Die
once per challenge.
- Zero-G Native: The
Explorer has spent so much time in space that they are used
to zero gravity. They can reroll up to 3 dice when they are
using the Acrobatics skill to maneuver in Zero-G. In
addition, if the Explorer is engaged in
an Athlete
Challenge, they can roll their Athletics in Zero-G as
well as their Acrobatics.
- Born to Do This: If the
Explorer is in the Awestruck state and triggers
Beginner's Luck, they can spend 1 Motivation. If they do,
they immediately gain a +3 dice skill bonus for this single
roll on something they've never done before. If they succeed
in this roll, they gain 1 Specialty Skill Point in whatever
is closest to the thing they were doing.
- Fringe Benefits: If the
Explorer is in the Outer Rim, the Unknown Regions, or in Wild
Space, they can treat the rarity of an item as one level
lower for the purpose of procurement (Searching, Scavenging and
Haggling).
- Stay Together Baby: The
Explorer can treat their piloted Ship's System Durability as
+2 and their ship's Hull Points as +5.
- Iron Stomach: The Explorer
is able to survive on ½ rations without suffering
Injuries. They can go twice as long without water, and they
become resistant to ingested poisons.
- Tough as Nails: The
Explorer gains a +1 to their Resistance. In addition they can
reroll up to 3 dice for a Resistance skill check.
- Extra Treasure: Whenever
the Explorer finds treasure during an adventure, they can
roll an additional time on the treasure table. This ability
stacks with other Explorers.
- Beginner's Luck: If the
Explorer is doing something for the first time, they can
reroll 1 die for a Skill Check, due to their intense interest
in it. If the Explorer succeeds, they gain 1 Motivation, but
if they fail, they gain 2 Motivation.
Specialty Skills
The Explorer lives on the fringes of the galaxy, often having
to make a living on a remote, low tech world. To survive this,
the Explorer picks up additional skills that most adventurers
don't have.
- Art, Creating: The Explorer
knows how to draw, paint or sculpt attractive art. They can
spend 3 day's labor to create Common Art.
- Botany: The Explorer has
learned how to take care of small, exotic plants. If the
Explorer finds a medicinal plant, they can roll this skill to
cultivate a private collection of it and harvest it once a
week.
- Cooking: The Explorer can
spend 1 day's labor to turn Common Food into Exotic Food (at
least in terms of taste).
- Dancing: The Explorer can earn
5 credits x Dancing Skill credits a night dancing.
- Gambling: The Explorer can
roll their Gambling skill to increase their odds in a game of
chance. For each Hit the Explorer gets, they can reroll a
gambling die or redraw a card once per game.
- Lumberjacking: The Explorer
can spend 3 days laboring to harvest Wood. The difficulty is
the rarity of the Wood.
- Mining: The Explorer can spend
3 day's labor mining to find semi-precious Gems or a week to
find Ore (The difficulty is the rarity of the Ore).
- Musical Instruments, Playing:
The Explorer can earn 5 credits x Music Instrument Skill a
night playing a musical instrument.
- Prestidigitation: The Explorer
can perform a minor feat of close-up magic, or attempt to
palm an object or plant it on another target.
- Singing: The Explorer can earn
5 credits x Singing Skill a night singing.
- Smelting: The Explorer can
spend 3 day's labor turning 10x Ore into 1x Metal, the
difficulty for the roll is the rarity of the Ore to be
smelted.
- Tailoring: The Explorer can
craft and alter their own clothes. This is treated similar to
the Engineer's crafting and can give a +1, +2 or +3 bonus to
a Social Skill, depending on the rarity of the materials
used.
Animal Companions
An Animal Companion is a specially trained animal that the
Explorer has a close bond with. An Animal Companion is much
smarter and capable than a regular tamed beast.
A normal trained animal can learn single-word commands. For
anything more complicated, it can only roll its Intelligence to
see if it can understand.
An Animal Companion can add the Explorer's Animal
Handling skill to their roll. In addition there are several
special abilities that the Animal Companion can learn that a
normal animal cannot.
Animal Companion Abilities
The Explorer learns how to train their Animal Companion with
these abilities. This Training can be applied to every Animal
Companion that the Explorer gets. For abilities that can apply
more than once, each additional level counts as a new type of
training.
- Finesse Attack: The Animal
Companion becomes proficient in a Finesse Attack. They gain a
Natural Weapon bonus of +1. If they don't already have a
Natural Weapon, this sets their Natural Weapon damage to
1. The Animal Companion can add their Deftness as a
Proficiency Bonus to the attack.
- Quick Attack: The Animal
Companion becomes proficient in a Quick Attack. They gain a
Natural Weapon bonus of +1. If they don't already have a
Natural Weapon, this sets their Natural Weapon damage to
1. The Animal Companion can add their Agility as a
Proficiency Bonus to the attack.
- Power Attack: The Animal
Companion becomes proficient in a Power Attack. They gain a
Natural Weapon bonus of +1. If they don't already have a
Natural Weapon, this sets their Natural Weapon damage to
1. The Animal Companion can add their Strength as a
Proficiency Bonus to the attack.
- Dodge: The Animal Companion
learns the Dodge maneuver. Without this they can only use
their Passive Defense.
- Troublemaker: The Animal
Companion is good at making a nuisance of itself against the
Explorer's enemies during combat. The Explorer gains a +1 to
their Passive Defense if their Animal Companion is next to
them. If the Companion is Medium sized or larger, the
Explorer can gain a +2 to their Passive Defense instead.
- Mount [Large]: A Large sized
Animal Companion can be trained to act as a rideable mount
for the Explorer and their allies. The Explorer can mount
their Companion as a Free Action as long as it is within
Melee Range. The Explorer then moves with the Companion's
Movement score and can Dismount as a Free Action.
- Pack Animal: The Animal
Companion can be trained to carry (and even hide) items on
itself. The amount the animal can carry is based on its
size. The animal can carry a weight level 1 lower than
it's own weight and 1 bulk level lower than its
size.
- Natural Charmer: The Animal
Companion becomes more cute and cuddly. If the Companion
normally has the Frightening Quality, it can lose it upon
command. In addition, if the target of an Explorer's Social
Attack is an animal lover, the Explorer gains a bonus to
attempts to improve that target's Disposition equal to the
Companion's Charisma.
- Natural Intimidator: The
Animal Companion gains the Frightening Quality on command, if
it didn't already have it, if it did have it, its Confidence
value increases by 1. The Explorer gains a bonus to their
Intimidation, Insults, or Rallying checks equal to their Companion's
Confidence.
- Natural Guard: The Animal
Companion is alert and aids the Explorer in their Guard
duty. The Explorer gains a bonus to their Alertness (and
hence Initiative) equal to their Companion's Perception.
- Natural Athlete: The Animal
Companion is good at chasing a target. If the Explorer is
engaged in a foot-race or chase, they can use their Small or
larger Companion to get a free Interference against a
Competitor each Round.
- Assistant Investigator: The
Animal Companion becomes trained in investigations and can
help the Explorer find clues. The Explorer can add their
Animal Companion's Perception score to a Searching
check.
- Grapple Beast [Medium]: The
Animal Companion is trained to aid the Explorer with a
Grappling attack. If the Animal Companion is adjacent to a
target enemy, and the Explorer makes a Grapple attempt, the
Animal Companion can make 1 Free Attack against the Grappled
target. Conversely if the Animal Companion is the same size
as the target or greater, it can make a Grapple Check on its
own with the dice pool equal to the Companion's Strength +
the Explorer's Animal Handling skill.
- Stealth Distraction [Small]:
If the Explorer is engaged in a Stealth Mission, they can
send their Small Companion to cause a Distraction. For this
they can add their Animal Handling dice to their normal
Distract dice pool: (Intelligence + Stealth + Animal
Handling).
- Tracking Animal: If the
Explorer is tracking a target in the wild, they can add their
Companion's Perception score as bonus dice to their Survival
check roll to track a target. In addition, when engaged in a
Survival Challenge to track a target, the party can move 1
more space towards the target on a Track result.
- Accuracy Training
[Repeatable]: The Animal Companion can treat 1 Focus
Result as a Hit for attacks it makes per time this training
is taken.
- Toughness Training
[Repeatable]: The Animal Companion gains 2 Hit Points
for each time this training is taken.
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