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Personal
  • Quentin Wick

  • Gender: Male
  • Age: 29
  • Origin: Martian
  • Background: Military
  • Social Class: Middle Class
  • Profession: Technician
Appearance
Drive
  • Judge.
Goals
Equipment
Income6
Income test
0
Light Armour (Very effective, Light)
Abilities
Accuracy 3
RIFLES: Proficiency with double-grip, long-barrel ballistic weapons.  
Communication 0
 
Constitution 1
 
Dexterity 4
SLEIGHT OF HAND: Using sleight of hand and deft movements to trick others, hide things, or pick pockets.  
Fighting 1
 
Intelligence 3
TECHNOLOGY: Knowledge of the design and operation of technology, particularly computers, which are incorporated into nearly all technological items in The Expanse.  
Perception 2
 
Strength 0
 
Willpower 1
 
Weapons
Melee attack (Fighting) Ranged attack (Accuracy)
Attack: roll Melee or Ranged and add focus bonus (if any) vs Defense, then roll weapon damage.
Weapon Damage
Rifle 3d6+1+PER
Effective (+1 dam) Very fine (+2 to hit) Tracer
Pistol 2d6+2+PER
Very effective (+2 dam) Very fine (+2 to hit) Tracer
Notes
Misc
 Initiative
Level
Experience
Fortune18
Speed (10+DEX)14
Move (Speed)14
Run / Charge (Speed x2)28
Penalty (to all tests)
Defense
Defense14
Toughness1
Armor Bonus4
Armor Type: Light Armour
Armor Penalty
(to DEX based tests and Speed)
0
Defense: reduce damage by Toughness and Armour, by spending Fortune, after that subtract 1d6 and take 1 wound level until damage is 0.
Conditions
Talents
Talent Name Degree
Rifle Style novice
Make attack with loaded rifle as a reaction before initiative, even if surprised.
Hacking novice
If succeed at Intel(Cryptography) or (Security), then get extra item of info. Can use Intel(Tech) focus instead of Comm(Investigation) and Intel(Research) if info in an accessible computer.
Knowledge novice
When you make a successful Intelligence test with a knowledge focus, the GM should give you an extra piece of information on the topic. A knowledge focus is any Int focus with a description starting with “Knowledge”, such as Sec or Tech.
Pinpoint Accuracy novice
Once per round, add 1d6 damage if your Dex greater than target’s.
Notice
Note: When you click one of the roll buttons, you will get output like this:
You rolled: 3d6+4-2 : [1,6,2]+4 = 13
This is the required 3d6 for a roll, with the third d6 (rolled a 2 here) being the drama die. If your total score beat the target number, a 1 on the drama die means: you barely made it, a 6 means: you did it flawlessly. If two or more dice show the same number on successful rolls, you get stunt points (SP) and can pull off special maneuvers, tricks or flourishes.
In a tied opposed test, the person with the higher score on the drama die wins.
The Expanse RPG © Green Ronin Publishing
The Expanse Sheet v1.05, made by Tillerz - updated: 2024-09-19

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Expanse RPG

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