Julie toho | The Expanse Character Sheet | Expanse RPG | Statblocks & Sheets | World Anvil

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Personal
  • Julie toho

  • Gender: Female
  • Age: 31
  • Origin: Belter
  • Background: Technical
  • Social Class: Lower
  • Profession: Medtech
Appearance
  • Rainbow Haired, mohawk punk. She is a wiry belter covered in tattoos and piercings. She is often found wearing a rough looking welding lab coat and some form of fun makeup.
Drive
  • Revolutionary

    A new world is coming, but it must be fertilized by the ashes of the old. People hungry for change must create it or ride the storm to liberation. This means that if you have your way, dreadful things are going to happen to a lot of bad people, in one fell swoop—but they might grab a few people with good intentions on the way. You aren’t necessarily indifferent to the risks, but you’re willing to make the sacrifice for the sake of a better world. Some people with this drive have grand, globe-spanning dreams, while others are happy enough to kick over their local community, or a modest target for reform, to better rearrange the broken pieces. Your quality is zeal, because you’re highly motivated to achieve your aims, but sometimes you’re callous to the people you encounter along the way.
Goals
Relationships
  • Father and mother, Earth bound due to medical need.
Memberships
  • UCNC Med 1
    The Scrap 2
Reputation
  • Can Lover 1, Doctor 2, disreputable 1
Equipment
Income6
Income test
0
Welders lab coat, Tinkering tools, Synthtech tools, General synth maintenance tools for small repairs.
Abilities
Accuracy 2
 
Communication 0
 
Constitution 0
 
Dexterity 2
 
Fighting 0
 
Intelligence 5
Cybernetics
Synthlife
Tinkering
 
Perception 2
 
Strength 1
Machining  
Willpower 2
 
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
Notes
Whether it was a family business, or you were raised on a salary from a large corporation, you grew up in the monotone glow of diagnostic software, the incandescent sparks of soldering irons, or the antiseptic white of medical technology. You’ve lived around hardware in various states of repair for so long, fixing things may be second nature to you, or you might feel your family put machines ahead of people. Nevertheless, this kind of work met your material needs and passed on some useful skills.


 
Misc
 Initiative
Level2
Experience0
Fortune15
Speed (10+DEX)12
Move (Speed)12
Run / Charge (Speed x2)24
Penalty (to all tests)
Defense
Defense12
Toughness0
Armor Bonus2
Armor Type: Synthweave clothing
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
Maker novice
Do-it-yourself is your way of life. You can use a manufacturing focus to make any item with the appropriate tools and access to a workshop. Making an item is an advanced test using your manufacturing focus with a TN equal to the item’s cost – 2 (see Chap ter 4: Equipm ent for item costs and Chap ter 8: Mastering the Rules for advanced tests). The GM determines the success threshold of the test based on how complicated the item in question is. An easy item like a table or a LED flashlight can have a success threshold of 5, while a more complex item like a sculpture or a clock can have a success threshold of 10 or 15. Truly complex items like cellphones and computers can have a threshold as high as 25. Each roll for the test represents 6 hours of work, which need not be consecutive, and you can stop making the item for days and resume the advanced test later (just make sure to note how many successes you have achieved toward the threshold). Raw materials can be an award or can be purchased with a Resources test with a TN equal to the item’s cost – 5.
Synthtech novice
Tactical Awareness novice
You can seemingly attack from all directions. On foot, you can take the Melee Attack or Ranged Attack action at any point of your movement. (Normally, you’d have to attack at the beginning or end of your movement.)
Wrecker Style novice
Sometimes, meat is better than metal. Metal—or composites— have weaknesses born from imperfect creators, design flaws, and quirks of manufacturing. You know how to exploit those in a fraction of a second, because you’ve trained yourself to reflexively wreck technology, from robots to augmentations.   Novice: If they bought it, you break it. You inflict +2 damage against machines and individuals with at least 1 Capacity slot’s worth of augmentations.
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 v1.04, made by Tillerz - updated: 2021-01-04

The statblocks of your ships and vehicles

Pegasus (Spaceship)
Details
  • Type Shuttle
  • Size Small (10m)
  • Drive Epstein, Thrusters
  • Sensors 0
  • Hull 1d3
  • Crew 2 (4)
  • Crew Role
  • Role Test
Weapons
  • None
Image
Qualities
  • None
Flaws
  • None, although one or more is common for a poorly maintained or old shuttle, particularly Faulty System or Fragile.
Notes
  • Paint it black!
The Expanse RPG © Green Ronin Publishing
The Expanse Ship Sheet v1.00, made by Tillerz - Updated: 2020-10-31

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pyro5wan.

System

Expanse RPG

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