Advanced Explorer Academic


Robust, Cheerful, Kind-hearted



When creating an antidote, vaccine, drug, poison or pathogen in a lab, state the effect you want it to have and its method of transmission (spray, injector, pill, etc).
On a 10+, you successfully create it.
On a 7-9, it will have reduced potency or have unintended side effects.


You can scrounge up the following from all but the most barren, inhospitable surroundings:
• Somewhat edible food and drink
• Basic medicine or first-aid materials
• Rustic Wilderness Kit
• Primitive Class 0 melee weapon


When you make a needlessly risky Move where the odds are a million to one, roll 1d6 instead of making a normal Roll. On a 4, 5 or 6, the Move is a fantastically lucky success. On a 1, 2 or 3, the Move is a spectacularly awful failure with harsh consequences.


After you Access someone's personal systems, you can track that person's public movements from then on (general location, interactions, transactions, etc). You can only have one surveillance subject at a time.


Workspace: Medical

Sterile environment. Medbay, cryotubes, surgical servo arms, isolation chamber, recovery ward.

Class 0 Attire

Type: Uniform

Class 1 Crew

Type: Techs

  • Teamsters: Able to quickly load, unload, assemble and pack away heavy objects and cargo.

Class 1 Melee Weapon

Type: Melee Weapon

  • Concealed: Inconspicuous, easily hidden, doesn't show on scanners.

Class 2 Crew

Type: Staff

  • Mechanics: Able to service and maintain machinery, and assist in repairs and overhauls.
  • Armed: Choose a Class 1 Firearm. The crew is equipped with it and trained in its use.


All characters mark XP the first time...

- An alien wilderness is traversed.