You are a master of space exploration, relying most on your Agility. Start the game with an EFF of d6 and 7+PHY Max Hit Points. You are responsible for telling the group about space travel, how long it takes to get from here to there, and the boundaries of known space as it comes up in game. Explorers start the game with Piloting, Sneaking, or Survival.
Class Variant: Navigation A.I. – Your consciousness exists in a datacore. Start the game inhabiting a +0 Spaceship that can accommodate the starting crew. You are immune to mind-altering Psychic Powers but vulnerable to mind invasions with the Computing skill.. You regain health through Engineering instead of Medicine. Use the ship’s hit points and armor as your own while housed in the ship. You can only level up when someone succeeds at Engineering. A.I.s cannot use Psychic powers.
Class Variant: Assassin – Take +2 to Stealth. Start the game with a bounty on your head. The bounty never goes away, and is worth 100 times your level in credits. Each new location you arrive at, you can take a new contract for 25 times your level credits. You should probably use a fake identity.
Sneak Attack (Stealth) – Deals two EFF damage. Foe must be unprepared for an attack.
Wounding Strike (Stealth) – For EFF turns, your foe bleeds for 1 damage that ignores armor. Foe must be unprepared for an attack.
Bull Rush (Piloting) – Fly full-throttle towards your foe while firing to roll an additional EFF for damage.
Stealth Trajectory (Stealth/Piloting – you need both, only roll once) – You may use some nearby object (or planet) to mask your presence.
Ambush (Stealth/Piloting – you need both, only roll once) – Roll an additional EFF for damage if you attack a ship that isn’t prepared for an attack.
Feint (Piloting) – Mislead the enemy by marking a vector on the map that you do not intend to follow.
Fuel Ignition Dump (Piloting) – Blind the sensors of an enemy ship or base for 5 minutes of real time.
Thread a Needle (Piloting) – Pass within inches of an opposing ship without touching it or occupy the same grid on the map as another ship.
Pilot’s Intuition (always active) – You need not roll to perform mundane maneuvers such as docking and landing.
Exobotany (Survival) – Use an Expedition Gear to make an extraterrestrial plant fit for human consumption.
Home Advantage (always active) – When on your own ship, take plus 2 to Stealth when your foe doesn’t have you in their field of vision.
Tracking (Survival) – Follow the tracks of any creature over any type of natural terrain.
Animal Companion (Psychology) – Tame any pack animal you meet on a planet’s surface. Roll at minus 2 to tame solitary animals and apex predators.
Guerilla (always active) – You are untrackable while on the surface of an untamed planet.
Foraging (Survival – doesn’t require Expedition Gear) – You may forage for specific items on a planet’s surface and create EFF expedition gear out of them.
Resourcefulness (always active) – You may use an Expedition Gear to make repairs if you don’t have a Toolkit.
Geographer (always active) – You have a sense that always informs you of the direction you need to go when on a planet’s surface.
Adrenaline Junkie (always active) – When you successfully avoid a danger, take plus 1 on your next roll.
Captain (always active) – You may pull rank on crewmates with military training in their background.
Smoke Bomb (Stealth – requires expedition gear) – Create a plume of blinding smoke. You cannot see your foe, but you are hidden.
Blinding Powder (Stealth – requires expedition gear) – Blow powder into foe’s eyes and that foe takes -2 to all skills for EFF turns. You may make sneak attacks against this foe as though hidden.
Disguise (Stealth) – Take on the appearance of someone else completely. Good enough to fool your friends, not good enough to fool the friends of someone you imitate.
Camouflage (Survival) – Until you wash the camouflage off, take +1 to Stealth in natural environments.
Evasive Stance (Athletics) – Take +EFF to Reflexes for one turn.
Thorough once-over (Repair) – Repair the ship for EFF plus AGI hit points.
You get used to it (Always active) – You take d6 damage from decompression instead of the normal d8.
Homeostatic Harmony (Stealth) – By regulating your heartbeat, breathing and core temperature, you can mask yourself to sensors. Roll against Wit.
Tranquil Mind (Stealth) – As long as you remain level-headed, telepaths and the like cannot detect your thoughts without eye contact. Roll against Wit.
Synergy with Champions (Stealth) – When you fight alongside a Champion, you may divert one foe’s attention to your ally and automatically succeed Stealth against that foe. Roll against Wit.
Synergy with Savants (always active) – Savants sometimes deal with serums or toxins to be delivered in combat situations; savants are also poorly suited for combat so they need someone to get close and deliver the serum. You have practiced enough to reliably get serums to and from one another without fear of injuring one another.