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X Plorers QuickStart
X Plorers QuickStart
and adventure
CLASS
In X-plorers, all the PCs will fit into one of four archetypical
classes. Each class brings essential skills to the X-plorers team,
so we recommend at least one character of each class be
a part of the team. The roles and abilities of the characters
should be interpreted as broadly as possible.
The four Classes are Scientist, Scout, Soldier and Technician.
Each has four Skills and several other statistics that represent
their physical toughness, combat prowess, luck and other
characteristics, explained below.
Quick Start Brave Halfling Publishing 2013 All Rights Reserved. Any
reproduction or unauthorized use of the material or artwork contained
herein is prohibited without express written consent of Brave Halfling
Publishing. X-plorers RPG copyright 2009, David Bezio & Grey Area Games
and copyright 2011, Brave Halfling Publishing.
Scientist
(Spock or Dr. Zachary Smith but with
medical training too)
The scientist is a fountain of knowledge
and an expert on dealing with alien
life forms, computers, data analysis,
first aid and medicine.
Scout
(Han Solo, Major Don West)
Scouts are self-sufficient experts of
infiltration and skilled pilots. They can
override security systems to let the rest
of the group into guarded locations.
Though they are not always spies or
thieves" in the proper sense of the
word, they can use stealth and
burglary to their advantage.
Soldier
(Space marines, Malcolm Reynolds
John Carter, James T. Kirk)
Soldiers are trained to use and repair
all weapons, including their hands and
feet. They are adept at surviving in
hostile environments and the rough
wilderness of alien worlds.
Technician
(Scotty, Chewbacca)
The Technician (Tech) is trained in the
workings and repair of all machines
and equipment. They are expert pilots
of ground, air, and space vehicles.
Techs can use, repair and reprogram
computers and robots.
ATTRIBUTES
Your characters natural characteristics are defined by four
Attributes. High or low scores modify all dice rolls related to
those attributes.
Agility (AGI): represents a characters overall dexterity
and hand-eye coordination
Intelligence (INT): represents a characters knowledge,
common sense and perception
Physique (PHY): represents a characters strength,
endurance and physical health
Presence (PRE): represents a characters charisma,
willpower, nerve, and good looks
SKILLS
Each character class has four Skills that define what that class
does best.
Computers: Rebuild hardware, reprogram software, hacking, data
mining, etc. (others have basic computer use skills only).
Demolitions: Blow things up the way you want to: from blasting a
padlock off a door to blowing up a skimmer when the door is
opened. On a roll of 1 you blow yourself up.
Martial Arts: Inflict 1d3+1 plus physique bonus damage with
unarmed strikes.
Mechanics: Use, modify or repair anything.
Medicine: Heal anyone 1d6 hit points. In a sickbay or hospital, heal
1d6+3 HP.
Pilot: Drive, ride or fly anything like a professional.
Robotics: Repair and reprogram robots, or dig data out of their
brains.
Science: The scientist can analyze anything and make scientific
deductions.
Security: Find and bypass guards and traps of a mechanical or
technological nature.
Sleight of Hand: Pick pockets and palm items. You are noticed on
a roll of 1 or 2.
Sociology: Figure out the actions and motivations of aliens and
other creatures.
Stealth: Sneak, hide, climb walls and backstab. With a successful
stealth skill check, then a successful attack roll, knock out a person
or alien. When climbing, if fail, you fall from halfway up and suffer
1d6 damage for every 5 meters fallen.
Survival: The ability to find food and shelter in the wilderness, even
on alien worlds.
Weapon Specialist: Gain +1 to hit with one weapon of your choice,
even martial arts.
COMBAT ABILITIES
Your characters fighting abilities, vitality and speed are
defined by their Base Hit Bonus (BHB), Armor Class (AC), Hit
Points (HP), and Movement.
The Base Hit Bonus (BHB) represents a characters fighting skill
and is added to every attack roll they make. Soldiers are
better fighters so their BHB is higher.
Your characters Armor Class (AC) represents how difficult
they are to harm. No protection is AC 10, and your AC
increases as you add protection.
Your characters Hit Points (HP) are an abstract measure of
the characters endurance and luck. Characters lose Hit
Points when they are hit by an attack or they suffer other
harm. When their HP total is reduced to zero, your character
dies.
Scientists can heal hit points with the Medicine skill. A
character also recovers 1d6 hit points per day of
uninterrupted rest.
All characters have a Movement rate of 4 meters per round.
All of these statistics are listed on the character sheets in the
center of this booklet. All bonuses and modifiers are already
calculated where applicable, so dont add them again. You
will only need to worry about them for saving throws (see Part
III: Playing the Game).
WEAPON DESCRIPTIONS
Lasers and EU
An X-plorers trusty laser weapons run on Energy Units, called
EU. Their power cells are designed as handy clips which
resemble the ammunition magazine of a 21st century firearm.
Lasers have variable damage settings. They expend one EU
per 1d6 of damage: up to 3d6 damage for pistols and up to
5d6 damage for rifles. If you run out of EU, your weapon cant
fire!
Grenades
Grenades affect a 6 x 6 meter area. Everyone in this area
takes 5d6 hit points of damage. An agility saving throw is
allowed. If successful, characters suffer only 2d6 points of
damage. Smoke grenades cause no harm but fill the area
with opaque smoke. If the thrower hits with a grenade, it
lands where they want it to, but if they miss, it lands 2d6
meters off target in a random direction.
Plastic Explosives
Plastic explosives are used for the Demolitions skill. Every 50
grams makes an explosion 1 meter in radius that inflicts 4d6
damage. It can be set off by remote, timer or a good
old-fashioned wick.
WEAPON
Laser Rifle
Laser Pistol
Grenade
U/F knife *
Other **
Damage
1 to 5 d6
1 to 3 d6
5d6
1d6
1d6-1 or 1d3
Ammo
100 EU clip
20 EU clip
na
na
na
Range (m)
100
50
15
3 if thrown
hand held
CHARACTERS, page 1
SCIENTIST 1
Name:
Height/ Weight/ Gender/ Age:
Agi 11 +0
Phy 13 +1
Int 14 +1
Pre 9 +0
Base Hit Bonus: +0 Armor Class: 12
Saving Throw: 14+
Max Hit Points: 11 Current HP: _______
Skills: Roll this # or higher to succeed
Computers: 11+ Science: 11+
Medicine: 13+
Sociology: 14+
Gear: E-Suit, science Kit, laser Pistol, 20 EU clip, survival pack +
compass, pocket knife, camera, extra 2 L water
SCOUT
Name:
Height/ Weight/ Gender/ Age:
Agi 17 +2
Phy 9 +0
Int 12 +1
Pre 9 +0
Base Hit Bonus: +0 Armor Class: 14
Saving Throw: 14+
Max Hit Points: 10 Current HP: _______
Skills: Roll this # or higher to succeed
Pilot: 11+
Security: 13+
Sleight of Hand: 11+ Stealth: 10+
Gear: E-Suit, laser pistol, 20 EU clip, 1 smoke grenade, survival
pack + grappling hook, night vision/telescopic goggles, knife
SOLDIER 1
Name:
Height/ Weight/ Gender/ Age:
Agi 15 +1
Phy 13 +1
Int 10 +0
Pre 9 +0
Base Hit Bonus: +1 Armor Class: 15
Saving Throw: 15+
Max Hit Points: 15 Current HP: _______
Skills: Martial arts: unarmed damage 1d3+2
Weapon Specialist: +1 to hit with Laser Rifle
Roll this # or higher to succeed
Demolitions: 14+ Survival: 12+
Gear
E-Suit, reflec armor, med kit, 1 grenade, laser rifle, 100 EU clip,
fighting/utility knife, survival pack + compass, 200 gr plastic
explosives, 1 timer, 1 remote detonator, 1 meter wick (3
minutes)
X-plorers Quickstart page 12
R.M. HildigerR Vergaray (order #5914288)
CHARACTERS, page 2
SCIENTIST 2
Name:
Height/ Weight/ Gender/ Age:
Agi 13 +1
Phy 10 +0
Int 17 +2
Pre 9 +0
Base Hit Bonus: +0 Armor Class: 13
Saving Throw: 14+
Max Hit Points: 9 Current HP: _______
Skills: Roll this # or higher to succeed
Computers: 10+ Science: 10+
Medicine: 12+
Sociology: 13+
Gear: E-Suit, science kit, laser pistol, 20 EU clip, survival pack +
tent, binoculars, chess set, flashlight
TECH
Name:
Height/ Weight/ Gender/ Age:
Agi 14 +1
Phy 9 +0
Int 14 +1
Pre 11 +0
Base Hit Bonus: +0 Armor Class: 13
Saving Throw: 14+
Max Hit Points: 11 Current HP: _______
Skills: Roll this # or higher to succeed
Computers: 13+ Mechanics: 11+
Pilot: 12+
Robotics: 13+
Gear: E-Suit, mechanic kit, laser pistol, 20 EU clip, survival
pack + flashlight, flare gun + 3 flares, duct tape, e-suit battery
SOLDIER 2
Name:
Height/ Weight/ Gender/ Age:
Agi 9 +0
Phy 17 +2
Int 11 +0
Pre 14 +1
Base Hit Bonus: +1 Armor Class: 14
Saving Throw: 15+
Max Hit Points: 17 Current HP: _______
Skills: Martial arts: unarmed damage 1d3+3
Weapon Specialist: +1 to hit with Laser Pistol
Roll this # or higher to succeed
Demolitions: 14+ Survival: 12+
Gear
E-Suit, reflec armor, med kit, 2 grenades, laser pistol, two 20
EU clips, fighting/utility knife, survival pack + tent, flare gun + 3
flares, 100 gr plastic explosive, 1 timer, 1 remote detonator, 1
meter wick (3 minutes)
MAP AREAS
1: Entry The first sight the PCs get of the mine is a concrete
mound rising from the ground fitted with an electronically
locked door. It can be opened (and relocked) with a Security
SC, dismantled with a Mechanics SC, or blown up with a
Demolitions SC or simply by inflicting 45 hit points of damage
with lasers or grenades. Opening the door reveals a wide
stairway leading down to the mine complex. The referee may
add 1d6 rogues (use stats of low-quality guards) or pirates to
antagonize the PCs by trying to steal things.
2: First Chamber a large chamber holding two empty McG
crystal collectors, three E-suits, a laser drill and an oldfashioned pick. A locked door lies opposite the stairway and
it can be opened the same as the first door. A Security SC
(perhaps a Medicine SC at -2) will reveal blood stains near
the door into the mine. A Robotics SC will activate either or
both of the collector bots here, allowing the PCs to gather
extra crystals.
3: Elevator Room this room is smaller than area 2 and leads
to a large industrial elevator. The winch mechanism has been
sabotaged, and must be repaired with a Mechanics SC. The
repair is simple, so give the player a +2 bonus to their roll,
though the repairs take 1d6x10 minutes.
4: Elevator Car the walls and floor are made of wire cage,
and the shaft is approximately 100 meters deep, so play up
anyones fear of heights, though in game terms, there is no
effect.
5: Mine The elevator opens upon this large, roughly hewn
area, the main chamber of the mine. It contains sabotaged
mining robots and other equipment. There is a dead miner
stabbed to death. Its clear archaic hand weapons were
used, and a Sociology SC will reveal the attackers were
primitives. A Survival SC will reveal foozie tracks and fur on
the floor. Its common knowledge that foozies are native to
Fooze and have no space flight technology, so clearly,
someone brought them here to the third moon of Rig. A
Science SC, a thorough search, and/or the collector robot(s)
will reveal there are no McG crystals in this chamber. If the
PCs make too much noise, they will attract one or both yarsts
from area 7.
6: Small Cave In this cave, the PCs will find another dead
miner, wounded in a similar manner. This body is rigged to
trigger a grenade if it is moved. A Security SC will discover
the trap before the PCs spring it, and another will disarm it.
If the PCs dont realize it on their own, a Sociology SC at +4
will confirm that foozies are brutes who dont use technology
or such subtle tactics. No McG crystals are present in this
chamber. If the grenade explodes or the PCs make too much
noise, they will attract the yarsts from area 7.
7: Large Cave Two yarsts (3 if there are 5 or more PCs)
occupy this cave. They attack the PCs who enter, if they
havent already attacked in areas 5 or 6. The cave itself
appears empty, but a Security SC will find a hidden doorway
to another small chamber, area 8. A Science SC will reveal
no McG crystals in this chamber, but success will indicate the
general direction where some are nearby, granting a +2 to
any Security SC to find the secret door. Once found, this door
opens easily. Alternately, the collector(s) may happen upon
the hidden door when its sensors detect the crystals, or clever
players may use the robot(s) to search for the crystals.
8: Hidden Chamber This grotto is rich with McG crystals, and
the collector robot(s) will spring to action, beeping happily
while harvesting a cubic meter of crystals (each) and then
follow the PCs out of the mine. The collection takes 2d6
minutes.
Conclusion: Once the PCs have a load of McG crystals, they
can proceed to the outpost. This trip takes approximately
two more hours. If they took more than an hour in the mines,
or had other long delays, the Referee may decide they took
too long, and some of the sick colonists have passed away.
The PCs will be safe from contagion in their E-suits once they
arrive at the outpost. The outpost Administrator, Nigel
Drinkwater, greets them warmly though he is weak with the
illness. Drinkwater will ask if the PCs found their two missing
miners (he explains their absence is why the outpost is out of
McG crystals). The PC Technician can load the McG crystals
into the power core and restart the life support system and
sickbay. A computers SC is needed to restart the rest of the
outposts systems.
MAP
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Halfling Publishing. The X-plorers trademark is used under the X-plorers Trademark License X-plorers
TM Copyright 2009 David Bezio, Author David Bezio Dave Bezios X-plorers, (presentation only, not
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X-plorers
The role playing adventures of Galactic Troubleshooters
Quickstart by BD