Rules & Lore › Galactic Careers

Explorer

The Explorers Society informally known as "the scouts" exists outside the career structures of the Spacers, Legion, Bureau, and Guild because they do not answer to the Empire. The Explorers view their society as an independent, self-governing entity and are quite stubborn about it. Exploration is dangerous, and the high mortality rate testifies to that. All Explorers are trained to helm a starship. Explorers do not have a promotion ladder, but high Endurance gives an Explorer a better chance at survival and they gain 2 skills per term. Explorers have a chance to keep their starship as an auxiliary when they separate from service.

At a Glance

  • Draft roll (1D): 2
  • Application: beat 4 · +1 if INT 6+, +1 if STR 8+
  • Onboarding skill: Helm
  • Survive: beat 7 · +2 if END 9+
  • Recognition: — (no career ladder)
  • Promotion: — (no career ladder)
  • Re-apply: beat 3
  • Learn rolls per term: 2

All rolls are 2D tests of competition: beat the target. The general procedure is on Lifepath Character Creation.

Career Resolution

  1. Apply. Roll 2D and beat 4 (+1 if INT 6+, +1 if STR 8+). If you fail, you may enter the Draft instead. You may also skip applying and enter the Draft directly. Either way, you gain the Onboarding Skill of the service you join (Helm here).
  2. Survive. Every term, roll 2D and beat 7 (+2 if END 9+). Fail, and the character dies in service.
  3. Learn. Roll twice each term on Personal, Service, or Specialist Training, or on Advanced Training if EDU 8+.
  4. No career ladder. Explorers are never recognized or promoted. Instead, surviving certain terms brings automatic changes: term 3: Astrogator; term 5: Engineer.
  5. Re-apply & Age. Roll 2D and beat 3 to continue. If you succeed you may serve another term or leave, but on a 12 you must serve another term (unless aged 66 or older). From the end of your fourth term on, make Aging tests every term.
  6. Separate. Roll on the Benefits table once per term served. After 5 terms you also draw an Imperial Pension.

Training

Roll 1D.

Personal Training
1STR
2AGI
3END
4Shooting
5INT
6EDU
Service Training
1Air/Raft
2Gunnery
3Helm
4Mechanics
5Electronics
6Astro/Cosmo
Specialist Training
1Observer
2Medic
3Fencing
4Jack-of-all-Trades
5Engineer
6Astrogator
Advanced Training (EDU 8+ only)
1Broker
2Astrogator
3Engineer
4Computer
5Helm
6Jack-of-all-Trades

Term Effects

TermEffect
3Astrogator
5Engineer

Benefits

Rolls: 1 per term served. Roll modifier: +1 to each 2D roll if you have the Gambling skill. Results above 12 count as 12.

2DBenefit
2Explorer Vessel
3INT
4Wanderer's Club Membership
5Contact
6Luxury Passage
7Personal Armor or Weapon
8EDU
9END
10Astrogation Secret
11SOC
12Explorer Techno-Gadget