Income | 6 |
Income test | |
0 | |
Light Armour (Very effective, Light) |
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 |
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 |
Initiative | ||
Level | ||
Experience | ||
Fortune | 18 | |
Speed (10+DEX) | 14 | |
Move (Speed) | 14 | |
Run / Charge (Speed x2) | 28 | |
Penalty (to all tests) |
Defense | 14 | |
Toughness | 1 | |
Armor Bonus | 4 | |
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. |
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. |
You rolled: 3d6+4-2 : [1,6,2]+4 = 13This 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.
The statblocks of your ships and vehicles