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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

Your Character Sheet provides all the information you need to


play the game. It also provides a place to write down your current status, weapons, armor, and equipment.

CAREER

HUMAN
EXPLORER
CHAR AC TERISTICS

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

1
CHARACTERISTICS & SKILLS

Your characteristics are used to calculate many game values 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
rank in that skill and your characteristic. If you roll more
than , you succeed.

Please reference these skills and descriptions of what they


do on the back of the Rulebook.

SYMBOLS AND DICE


Success symbols are canceled by Failure symbols; if there are any Success symbols left, the
check succeeds.

Triumph symbols count as Success symbols


and may also be spent to trigger a powerful positive
consequence.

Advantage symbols indicate a positive side effect


or consequence, even on a failed check. They cancel
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.

Despair symbols count as Failure symbols (they


cancel Success symbols) and may also be spent to
trigger a powerful negative consequence.

SKILLS
SKILLS

RANK

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)

Resilience (Br)

Skulduggery (Cun)

Stealth (Ag)

Streetwise (Cun)

Survival (Cun)

Vigilance (Will)

COMBAT SKILLS

Threat symbols indicate a negative side effect or


consequence, even on a successful check. They cancel and are canceled by Advantage symbols.

Ability
Die

Proficiency Difficulty Challenge


Die
Die
Die

Boost
Die

Setback
Die

Force
Die

Brawl (Br)

Gunnery (Ag)

Melee (Br)

Ranged - Light (Ag)

Ranged - Heavy (Ag)

CHARACTER HEALTH STATS

SOAK VALUE

12

THRESHOLD

STRAIN

Wounds represent physical damage to your body. If your


Wounds exceeds your Wound Threshold, you are knocked
out and suffer a Critical Injury. Wounds can be recovered by the
Medicine skill and Stimpacks.

CURRENT

CRITICAL INJURIES

11
13

THRESHOLD

Your Soak score reduces incoming damage and can prevent wounds. Your Soak score is equal to the sum of your
Brawn and the Soak value of your armor.

WOUNDS

6
CURRENT

Strain represents exhaustion, mental trauma, and being


stunned. You may voluntarily suffer 2 strain to perform
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,


either when youre knocked out by exceeding your wound
threshold or as the result of an attack. Keep track of the number of Critical Injuries here. For a description of the effects of
your Critical Injuries, refer to the back cover of the Adventure
Book.

WE APONS & EQUIPMENT


WEAPON

SKILL

Slugthrower Rifle Ranged - Heavy

RANGE

DAMAGE

DICE POOL

Medium

You deal 7 damage on a hit + 1 damage per Success symbol rolled.


Inflict a critical injury on a hit for .

Fists

Brawl

Engaged

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.

GEAR, EQUIPMENT, & OTHER ITEMS

An Action may include:

A Maneuver may include:

Perform an attack

Move

Use a skill

Aim

Exchange your 1
Action for an additional
Maneuver

Take cover
Ready or stow a weapon
or item

2 Stimpacks

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


Consumed on use.

Comlink

Allows communication between characters with Comlinks.

Heavy Clothes

Soak 1; already included in soak value.

Interact with your


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: Dont turn the page until


instructed to by the GM.

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

You have just gained 10 experience points (xp). You can spend
those 10 experience points to purchase any of the following
upgrades, worth a total of 10 xp.

UPGRADE MENU

XP COST

CAREER

HUMAN
EXPLORER
CHAR AC TERISTICS

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

Medicine Skill
You train your Medicine skill. You gain one skill rank in
Medicine. Your dice pool changes from to .

SKILLS

Put a mark in the circle next to the XP cost to remind you


that you have taken it. Whether or not you choose this
upgrade, circle the correct rank (0 or 1) and dice pool on
the skill list to the right.

RANK

DICE POOL

Astrogation (Int)

Athletics (Br)

Charm (Pr)

Coerce (Will)

Computers (Int)

Cool (Pr)

Vigilance Skill

Coordination (Ag)

You train your Vigilance skill. You gain one skill rank in
Vigilance. Your dice pool changes from to .

Deceit (Cun)

Discipline (Will)

Put a mark in the circle next to the XP cost to remind you


that you have taken it. Whether or not you choose this
upgrade, circle the correct rank (0 or 1) and dice pool on
the skill list to the right.

Knowledge (Int)

Leadership (Pr)

Mechanics (Int)

0/1

XP COST

XP COST

SKILLS

10

Grit Talent
You gain the Grit Talent. Put a mark in the circle next
to the XP cost to remind you that you have taken it.
Whether or not you choose this upgrade, circle the correct value (13 or 14) on your Strain Threshold.
Grit: Your Strain Threshold is increased by 1, from 13 to 14.

Medicine (Int)
Negotiation (Pr)

Perception (Cun)

Pilot (Ag)

Resilience (Br)

Skulduggery (Cun)

Stealth (Ag)

Streetwise (Cun)

Survival (Cun)

Vigilance (Will)

0/1

COMBAT SKILLS

Brawl (Br)

Gunnery (Ag)

Rapid Recovery Talent

Melee (Br)

You gain the Rapid Recovery Talent. Put a mark in the


circle next to the XP cost to remind you that you have
taken it.

Ranged - Light (Ag)

Ranged - Heavy (Ag)

XP COST

Rapid Recovery: When recovering strain at the end of an


encounter, recover 1 additional strain.

SYMBOLS AND DICE


SOAK VALUE

12

THRESHOLD

STRAIN

13/
14
THRESHOLD

Success symbols are canceled by Failure symbols; if there are any Success symbols left, the
check succeeds.

WOUNDS

Triumph symbols count as Success symbols


and may also be spent to trigger a powerful positive
consequence.

CURRENT

CRITICAL INJURIES

Advantage symbols indicate a positive side effect


or consequence, even on a failed check. They cancel
and are canceled by Threat symbols.

CURRENT

Failure symbols cancel Success symbols. If


there are enough Failure symbols to cancel all the
Success symbols, the check is a failure.
Despair symbols count as Failure symbols (they
cancel Success symbols) and may also be spent to
trigger a powerful negative consequence.

WE APONS & EQUIPMENT


WEAPON

SKILL

Slugthrower Rifle Ranged - Heavy

RANGE

DAMAGE

DICE POOL

Medium

You deal 7 damage on a hit + 1 damage per Success symbol rolled.


Inflict a critical injury on a hit for .

Fists

Brawl

Engaged

Threat symbols indicate a negative side effect or


consequence, even on a successful check. They cancel and are canceled by Advantage symbols.

You deal 2 damage on a hit + 1 damage per Success symbol rolled.


Inflict a critical injury on a hit for .

Ability
Die

Proficiency Difficulty Challenge


Die
Die
Die

Boost
Die

Setback
Die

Force
Die

THE PLAYER'S TURN


On each turn, you can perform 1 Action and 1 Maneuver, in any
order.

GEAR, EQUIPMENT, & OTHER ITEMS

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:

Comlink

Allows communication between characters with Comlinks.

Perform an attack

Move

Heavy Clothes

Soak 1; already included in soak value.

Use a skill

Aim

Macrobinoculars

Magnifies far-off objects.

Exchange your 1
Action for an additional
Maneuver

Take cover
Ready or stow a weapon
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: Dont turn the page until


instructed to by the GM.

CHAR AC TER SHEE T

CHARACTER NAME : SASHA


SPECIES
CAREER

SOAK VALUE

WOUNDS INJURIES
CRITICAL

HUMAN
EXPLORER

THRESHOLD

CURRENT

CHAR AC TERISTICS

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

THRESHOLD

Astrogation (Int)

CAREER?

CURRENT

WE APONS & EQUIPMENT

SKILLS
SKILLS

CRITICAL INJURIES

STRAIN

RANK

DICE POOL

WEAPON

SKILL

RANGE

DAMAGE

DICE POOL

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)
Ranged - Heavy (Ag)

MONEY

EXPLORER: TALENT TREE

Career Skills: Astrogation, Athletics, Charm, Cool, Coordination, Knowledge, Medicine, Perception, Pilot, Survival

Rapid Recovery
When recovering strain at the end
of an encounter, recover 1 additional
strain.

Stalker
Add per rank of Stalker to all
Stealth and Coordination checks.

Forager

Quick Strike

Remove up to from skill checks


to find food, water, or shelter.
Survival checks to forage take half
the time.

Add per rank of Quick Strike to


combat checks against targets that
have not acted yet

Rapid Recovery

Natural Hunter

When recovering strain at the end


of an encounter, recover 1 additional
strain.

Once per session, re-roll any 1


Perception or Vigilance check.

Let's Ride

Grit
Gain +1 strain threshold.

Toughened
Gain +1 wound threshold.

Disorient
After hitting with a combat check,
you may spend to disorient
the target for 1 round. Disoriented
targets add to all skill checks.

Stalker

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
starship as an incidental action.

Add per rank of Stalker to all


Stealth and Coordination checks.

10

15

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 detailed information.

1 Skill Training

2 Acquiring Talents

The cost for training skills falls into one of two categories
career skills and non-career skills. Each skill has five ranks of
training available.

Talents are acquired from your career talent tree. This talent tree provides a unique format for purchasing talents that comes with several
special rules and restrictions.

Training a career skill costs five times the value of the next
highest rank. For example, training a career skill from Rank 0
(untrained) to Rank 1 requires 5 experience points. Improving a Rank 1 career skill to Rank 2 requires 10 experience
points. Each rank must be purchased separately. This means
that training a career skill from Rank 0 to Rank 2 costs 15
experience points (5 for raising it from Rank 0 to Rank 1, then
10 more for raising it from Rank 1 to Rank 2).

Your talent tree has four columns and three rows. The cost of each
talent depends on the row it occupies. The topmost row of talents
are the cheapest, costing 5 experience points each. The next rows
choices cost 10 experience points each, and the third and final rows
choices costs 15 experience each.

You can also purchase ranks in your non-career skills. Each


rank of a non-career skill costs 5 additional experience points.
For example, training a non-career skill from Rank 0 (untrained) to Rank 1 requires 10 experience points. Improving
a Rank 1 non-career skill to Rank 2 requires 15 experience
points, and so on.

Success

Triumph

Advantage

Failure

Despair

Threat

Note that the choices on the tree are connected by a series of lines
that link some talent choices with others. When purchasing talents,
you may only purchase talents you are eligible for. You are eligible to
select any talents in the first, topmost row, plus any talents that are
connected via one of the aforementioned links to a talent you have
already acquired. Each entry on the talent tree may only be acquired
once. Some trees have multiple entries for a single talent. This is because several of the talents may be learned repeatedly. When you
learn a talent for the secondor latertime, you gain an additional
rank of the ability.

Ability
Die

Proficiency Difficulty Challenge


Die
Die
Die

Boost
Die

Setback
Die

Force
Die

STORY

Sasha grew u
p nurtured by
a lo
and, in truth,
civilization. Eve ving family, far from the re
ach of the Em
ry
move to anoth
pire
er remote, un now and again the family w
c
ould pack up
iv
Sasha to explo
ilized planet,
and
full of unspoil
re. What Sas
ed wilderness
ha came to re
members of a
for
alize is that h
group that wo
er parents we
uld become th
on the run fro
re
e Rebel Allian
m Imperial au
ce and were a
thorities. Wh
the Rebel Allia
lways
e
n
she became a
nce as well, e
n adult, Sash
ager to do he
harmony and
a joined
r part for the
democracy.
cause of gala
ctic
Sashas ideali
sm
rest of her Re did not survive contact wit
h the enemy a
bel cell. While
nd neither did
on a recon m
and her unit g
ission on the
the
ave away their
planet Ondero
position, than
Imperial force
n
,
Sasha
ks to the dan
s, their atten
gerous native
tion drawn by
artillery and a
w
b
il
la
dlife.
ster fire, resp
strike force o
f AT-ST walke
o
n
evacuation, th
d
e
d
w
it
h heavy
rs. When Sas
ey were told th
ha and her un
at no support
the only one to
it called for
would be fort
survive, hiding
hcoming. Sas
herself in the
ha was
rugged hinterl
ands of the p
Her loyalty to
lanet.
the Rebel Allia
nce broken, S
to the highest
asha began se
bid
lling her skills
eager to leave der. While business on Ond
as a scout
eron was quit
the planet wh
e good, Sasha
ere she had s
opportunity aro
een so many o
was
se when a Tw
f her friends d
ilek bounty hu
and needed he
ie.
nter named O
lp tracking a b
skara came to An
ounty through
quarry and, in
On
wild country.
return, Oskara
Sasha led Oska deron
gave her a rid
ra
e to Mos Shu
uta on Tatooin to her
In its own way,
e.
Tatooine has a
wilderness as
Sasha was ab
le to continue
harsh as any
ju
serving as a fr
with Oskara a
eelance scout, ngle world, and
nd Teemos le
striking up frie
ad m
danger on Tato
ndsh
oine for Sasha echanic, a human man nam
ed Mathus. Th ips
was the rule o
of Sashas ide
e true
f the Hutts an
alism remaine
d their minion
d that guiding
wilderness to
s; enough
an
a safehouse s
truck her as n indentured servant through
Hutt found ou
ormal, even n
the
t that it was S
oble. When Te
asha who help
pleasedbut a
e
m
e
o
d th
the
pparently that
had given Oska e servant escape, he was
not
ra an idea

Permission granted to print and photocopy all pages of this character folio for personal use. LFL 2012.

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